Anything else should be taken as literal characters, which should appear in the message exactly as printed here.
dopewars clients communicate with the dopewars server by means of a TCP/IP connection. Messages are sent in plain text, are of variable length, and are always terminated by a linefeed character ('\n', ASCII code 10)
Messages themselves are typically split into 'words', delimited by the caret (^) character. The underline character (_) is also used to break up translatable strings (tstrings), if the A_TSTRING ability is active, and thus these two characters, together with the \n character, should normally be avoided in message data.
Messages are usually of the format:-
e.g. "1^AFHello player"
If ID is not specified, it should be left blank when sending to the server, and should be ignored in reading messages from the server.
The "data" field often contains multiple items, separated by ^ characters. Note that the last field in such a message should not be assumed to be terminated by the message terminator, \n - although it always will be, it should also be first terminated by the field separator, the ^ character. This allows the client to ignore extra fields, if later versions of the protocol should add them. (N.B. This does not apply to free-form text fields, as in the C_QUESTION, C_PRINTMESSAGE, C_MSG, C_MSGTO, and C_FIGHTPRINT messages, which _do_ extend to the end of the message; for thetes for sound effects, although pretty much any event in the game that you can think of can conceivably have a sound (e.g. when players join or leave the game). These sounds should be in WAV format, and should probably be no more than a second or two in length. Later versions of dopewars may also be able to play longer repeating sounds (i.e. music) if you're interested in contributing this. Use the SourceForge Data forum to see what sounds other people are working on.
Last update: 22-07-2002
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