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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