Telopts

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Help Keywords : Telopts.
Help Category : Information.
Related Helps : Protocols, Tags.
Last Updated  : 2017-04-03 12:23:06.
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Aardwolf supports a custom telnet protocol to allow client developers to
toggle various settings in the MUD and/or receive status updates in the MUD
without having to be concerned about where a player actually is.

For example, if you write a client script that requires certain tags to be
on, you can use telnet options to make sure they are always on when a 
player connects. You can also capture telnet options to capture ticks from
the mud or instantly know if you go AFK. 

The full background on the telnet options can be seen at:

http://www.aardwolf.com/blog/2008/07/10/      
  telnet-negotiation-control-mud-client-interaction (all one line)

The purpose of this helpfile is to list the actual options available.

All telnet sequences are assumed to be IAC,SB,102,<data>,IAC,SE.


Controlling Mud Settings
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The codes below turn on/off settings in the MUD. To use any of these,
send IAC,SB,102,Option, 1 or 2 (On or Off), IAC, SE where option is 
one of:

  1   Statmon
  2   Bigmap + Coordinates tags
  3   Help tags
  4   Map tags
  5   Channel tags
  6   Tell tags (see 'help telltags' in game)
  7   Spellup tags (see 'help spelltags' in game)
  8   Skillgains tags
  9   Say tags
  11  Score tags
  12  Room names in mapper
  14  Exits in mapper
  15  Editor tags
  16  Equip tags
  17  Inventory tags
  18  Room desc tags
  19  Room name tags
  21  Repop tags

  50  Quiet all tags (tags quiet on/off)
  51  Turn autotick on/off
  52  Turn prompts on/off
  53  Turn output paging on/off (remembers pagesize)
  54  Turn automap on/off
  55  Turn shortmap on/off

Receiving Mud Data
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These codes are sent BY the mud to your client on a change of state
or other event. These are more efficient than triggers because they
do not rely on a particular game state. For example, even if you are 
in an editor and would not normally see a 'tick' message, the tick 
telnet code is still sent. 

These are only useful if your client can capture / negotiate 
custom telnet sequences. At the time of writing, only Mushclient and
Cmud are known to support this. Please note 'imm' if you are aware of
others.

The following status codes are sent when player state changes. They are
IAC,SB,102,data,IAC,SE where data is:

  100,1         At login screen, no player yet
  100,2         Player at MOTD or other login sequence
  100,3         Player fully active and able to receive MUD commands
  100,4         Player AFK
  100,5         Player in note mode
  100,6         Player in Building/Edit mode
  100,7         Player at paged output prompt
  100,8         Player in combat
  100,9         Player sleeping
  100,11        Player resting

  101,1         Game Tick.

For example, Mushclient captures these codes to know that it should
not attempt to cast spellups while you are paging mode or edit mode.



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