Amulets & Armor  v1.02
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Functions
CLI_RECV

Client Receive Packet Communications. More...

Functions

T_void ClientReceiveChangePasswordStatusPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveCheckPasswordStatusPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveCreateCharStatusPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveDeleteCharStatusPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveGameRequestJoinPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveGameRespondJoinPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveGameStartPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveGotoPlacePacket (T_packetEitherShortOrLong *p_gotoPacket)
 
T_void ClientReceiveLoadCharStatusPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveMessagePacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceivePlaceStartPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceivePlayerIDSelf (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceivePlayerLogoffPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveRequestEnterStatusPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveRequestPiecewiseListPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveRequestPlayerIDPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveServerIDPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveSyncPacket (T_packetEitherShortOrLong *p_packet)
 
T_void ClientReceiveTownUIMessagePacket (T_packetEitherShortOrLong *p_packet)
 

Detailed Description

Client Receive Packet Communications.

The client/server interface is broken into a send and receive side. This is the receive/process side. Responses from the server/world will come back on the here and be fully processed. It implies that the actions have been synchronized with all the other players and is really going to happen.

See Also
http://www.amuletsandarmor.com/AALicense.txt

Function Documentation

T_void ClientReceiveChangePasswordStatusPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveChangePasswordStatusPacket is received when the client previously made a request to change a password. This is the result.

Parameters
p_packet– load character status packet
T_void ClientReceiveCheckPasswordStatusPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveCheckPasswordStatusPacket is received when the client previously made a request to check a password. This is the result.

Parameters
p_packet– load character status packet
T_void ClientReceiveCreateCharStatusPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveCreateCharStatusPacket is called when the server is ready to tell if the character needs to be downloaded or not.

Parameters
p_packet– load character status packet
T_void ClientReceiveDeleteCharStatusPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveDeleteCharStatusPacket is called when the server is ready to tell if the character needs to be downloaded or not.

Parameters
p_packet– load character status packet
T_void ClientReceiveGameRequestJoinPacket ( T_packetEitherShortOrLong p_packet)
T_void ClientReceiveGameRespondJoinPacket ( T_packetEitherShortOrLong p_packet)
T_void ClientReceiveGameStartPacket ( T_packetEitherShortOrLong p_packet)
T_void ClientReceiveGotoPlacePacket ( T_packetEitherShortOrLong p_gotoPacket)

ClientReceiveGotoPlacePacket is the routine that stops the current map and goes to another.

T_void ClientReceiveLoadCharStatusPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveLoadCharStatusPacket is called when the server is ready to tell if the character needs to be downloaded or not.

Parameters
p_packet– load character status packet
T_void ClientReceiveMessagePacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveMessagePacket is called when someone sends a message about someone saying something.

T_void ClientReceivePlaceStartPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveLoginPacket tells the client that the server has just allowed the client to login.

T_void ClientReceivePlayerIDSelf ( T_packetEitherShortOrLong p_packet)
T_void ClientReceivePlayerLogoffPacket ( T_packetEitherShortOrLong p_packet)

ClientReceivePlayerLogoffPacket tells the client that one of the players have left this group. Remove all the associated information.

Parameters
p_packet– logoff packet
T_void ClientReceiveRequestEnterStatusPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveRequestEnterStatusPacket is called when the server is responding to a ClientRequestEnterStatusPacket.

Parameters
p_packet– request enter status packet
T_void ClientReceiveRequestPiecewiseListPacket ( T_packetEitherShortOrLong p_packet)
T_void ClientReceiveRequestPlayerIDPacket ( T_packetEitherShortOrLong p_packet)
T_void ClientReceiveServerIDPacket ( T_packetEitherShortOrLong p_packet)

ClientReceiveServerIDPacket receives a server id packet that tells what the unique server identifier is.

Parameters
p_packet– server id packet
T_void ClientReceiveSyncPacket ( T_packetEitherShortOrLong p_packet)
T_void ClientReceiveTownUIMessagePacket ( T_packetEitherShortOrLong p_packet)