Brendan Lally wrote:
It took a little while, but I've now gone and implemented most of the
suggestions from earlier in this thread. The server now sends the data
in binary form, as well as a couple of other changes. The tracker item
mentioned previously has had the associated patch uploaded.

 All looks good - just a one minor question:


+       <name> (1 (non-zero) length byte, followed by that many bytes
of ascii text)
+               This is the name of the spell, and should be sent to the server
+               in order to cast/invoke it.
+
+       <display name> (1 length byte (which may be zero) followed by that
+               many bytes of ascii text)
+               This is the name to display to the player regarding the spell.
+               If length is zero, then the <name> should be used instead.

Just curious what these these two names are far. As far as I know right now, each spell only has one name, so not sure why there are two.


As an aside - it doesn't need to be part of this patch, but it might be nice to have the cast/invoke command be able to tag a numeric value instead of string name, eg:

 cast 12345

Which casts the spell associated with tag 12345. This provides a slightly more efficient way of the client communicating to the server what spell to cast, and also provides a fairly good optimized way for the server to find the spell (doesn't have to worry about duplicates - just has to see if an item with that tag exists in the inventory (of which there is already code that does it) and verify it is of type spell.


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