Amulets & Armor
v1.02
Open Source Game
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Client Send Packet Communications. More...
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.
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.
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().
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.
slot | – Slot of character password to change |
password | – Old password |
newPassword | – New password |
ClientSendCheckPassword asks the server to check the given password against the given character slot's password.
slot | – Slot of character password to check |
password | – Password to check |
ClientSendCreateCharacter sends a packet to tell the server to create a character with the given checksum. A transfer of the character is then started.
slot | – Slot of character password to create |
checksum | – Checksum to use. |
p_password | – Password to attach to character |
ClientSendDeleteCharacter sends a packet to tell the server to delete the given character slot.
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.
ClientSendGotoSucceeded tells the server that the location has been reached and is now just waiting for the "OK" (PlaceStartPacket).
placeNumber | – Place player went to |
startLocation | – Sub-place player went to |
Prepare and send a GOTO_SUCCEEDED packet.
ClientSendLoadCharacter tells the server to load the given character and to start a transfer if necessary.
slot | – Slot of character to load |
checksum | – Checksum to check against |
ClientSendMessage sends the message that the user just typed in across the network and to everyone else in range.
ClientSendPlayerIDSelf is used for several things. Mainly it is used to identify a player's location at particular times.
ClientSendRequestCharacterListing sends out a request char listing packet to the server.
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.
ClientSendRequestPlayerID asks that the given player tell what location and state the player is in.
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.