Amulets & Armor  v1.02
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Functions
CLI_SEND

Client Send Packet Communications. More...

Functions

T_void ClientRequestRetransmit (T_byte8 player, T_byte8 transmitStart, T_gameGroupID groupID, T_word16 destination)
 
T_void ClientRequestTake (T_3dObject *p_obj, E_Boolean autoStore)
 
T_void ClientSendChangePassword (T_byte8 slot, T_byte8 password[MAX_SIZE_PASSWORD], T_byte8 newPassword[MAX_SIZE_PASSWORD])
 
T_void ClientSendCheckPassword (T_byte8 slot, T_byte8 password[MAX_SIZE_PASSWORD])
 
T_void ClientSendCreateCharacter (T_byte8 slot, T_word32 checksum, T_byte8 *p_password)
 
T_void ClientSendDeleteCharacter (T_byte8 slot)
 
T_void ClientSendGameStartPacket (T_gameGroupID groupID, T_word16 adventure, T_byte8 numPlayers, T_directTalkUniqueAddress *players, T_word16 firstLevel)
 
T_void ClientSendGotoSucceeded (T_word16 placeNumber, T_word16 startLocation)
 
T_void ClientSendLoadCharacter (T_byte8 slot, T_word32 checksum)
 
T_void ClientSendMessage (T_byte8 *message)
 
T_void ClientSendPlayerIDSelf (T_void)
 
T_void ClientSendRequestCharacterListing (T_void)
 
T_void ClientSendRequestEnterPacket (T_void)
 
T_void ClientSendRequestJoin (T_word16 map, T_gameGroupID instance)
 
T_void ClientSendRequestPlayerID (T_void)
 
T_void ClientSendRequestServerIDPacket (T_void)
 
T_void ClientSendRespondToJoinPacket (T_directTalkUniqueAddress uniqueAddress, T_gameGroupID groupID, T_word16 adventure, E_respondJoin response)
 
T_void ClientSendTownUIAddMessage (T_byte8 *p_msg)
 

Detailed Description

Client Send Packet Communications.

The client/server interface is broken into a send and receive side. This is the send/request side. Responses from the server/world will come back on the receive side later when ready to be processed.

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

Function Documentation

T_void ClientRequestRetransmit ( T_byte8  player,
T_byte8  transmitStart,
T_gameGroupID  groupID,
T_word16  destination 
)

ClientRequestRetransmit sends out a request to get back in sync with a particular player.

Parameters
player– Player being request to retrans
transmitStart– Packet to start retransmiting from
groupID– ID of this game group
destination– Desired destination
T_void ClientRequestTake ( T_3dObject p_obj,
E_Boolean  autoStore 
)

ClientRequestTake sends the proper packet to the server to request permission to take an object. The object is actually 'taken' if the server responds with permission with a SC_TAKE_REPLY packet. See ClientReceiveTakeReply().

Parameters
p_obj– Object to request taking.
autoStore– Flag TRUE if Automatically store the item
T_void ClientSendChangePassword ( T_byte8  slot,
T_byte8  password[MAX_SIZE_PASSWORD],
T_byte8  newPassword[MAX_SIZE_PASSWORD] 
)

ClientSendChangePassword tells the server to change the password of the given character slot.

Parameters
slot– Slot of character password to change
password– Old password
newPassword– New password
T_void ClientSendCheckPassword ( T_byte8  slot,
T_byte8  password[MAX_SIZE_PASSWORD] 
)

ClientSendCheckPassword asks the server to check the given password against the given character slot's password.

Parameters
slot– Slot of character password to check
password– Password to check
T_void ClientSendCreateCharacter ( T_byte8  slot,
T_word32  checksum,
T_byte8 p_password 
)

ClientSendCreateCharacter sends a packet to tell the server to create a character with the given checksum. A transfer of the character is then started.

Parameters
slot– Slot of character password to create
checksum– Checksum to use.
p_password– Password to attach to character
T_void ClientSendDeleteCharacter ( T_byte8  slot)

ClientSendDeleteCharacter sends a packet to tell the server to delete the given character slot.

Parameters
slot– Slot of character password to delete
T_void ClientSendGameStartPacket ( T_gameGroupID  groupID,
T_word16  adventure,
T_byte8  numPlayers,
T_directTalkUniqueAddress players,
T_word16  firstLevel 
)

This routine is used by a player starting up a game that has already been constructed.

T_void ClientSendGotoSucceeded ( T_word16  placeNumber,
T_word16  startLocation 
)

ClientSendGotoSucceeded tells the server that the location has been reached and is now just waiting for the "OK" (PlaceStartPacket).

Parameters
placeNumber– Place player went to
startLocation– Sub-place player went to

Prepare and send a GOTO_SUCCEEDED packet.

T_void ClientSendLoadCharacter ( T_byte8  slot,
T_word32  checksum 
)

ClientSendLoadCharacter tells the server to load the given character and to start a transfer if necessary.

Parameters
slot– Slot of character to load
checksum– Checksum to check against
T_void ClientSendMessage ( T_byte8 message)

ClientSendMessage sends the message that the user just typed in across the network and to everyone else in range.

T_void ClientSendPlayerIDSelf ( T_void  )

ClientSendPlayerIDSelf is used for several things. Mainly it is used to identify a player's location at particular times.

T_void ClientSendRequestCharacterListing ( T_void  )

ClientSendRequestCharacterListing sends out a request char listing packet to the server.

T_void ClientSendRequestEnterPacket ( T_void  )

ClientSendRequestEnterPacket sends a request to server for entering the server's first screen.

T_void ClientSendRequestJoin ( T_word16  map,
T_gameGroupID  instance 
)

This routine is used by a player wanting to join a game already created.

T_void ClientSendRequestPlayerID ( T_void  )

ClientSendRequestPlayerID asks that the given player tell what location and state the player is in.

T_void ClientSendRequestServerIDPacket ( T_void  )

ClientSendRequestServerIDPacket sends to the server a packet requesting for the server's unique id.

T_void ClientSendRespondToJoinPacket ( T_directTalkUniqueAddress  uniqueAddress,
T_gameGroupID  groupID,
T_word16  adventure,
E_respondJoin  response 
)

This routine is used by a creator of a game to respond to a players request to enter an already existing game.

T_void ClientSendTownUIAddMessage ( T_byte8 p_msg)

ClientSendTownUIAddMessage tells everyone in the pub/town to add a message.

Parameters
p_msg– Message to send