[CF-Devel] Client ideas.

Mark Wedel mwedel at sonic.net
Tue Nov 27 00:13:14 CST 2001


 Off topic, but I think a cool feature would be a tag in the item which contains
player specified data.  This is just a 32 bit field which only the client sets
and the client uses.  It gets cleared when an item is dropped or otherwise
leaves the players inventory (unless in a container).  Things this would get
used for:

1) Item locking - this is really in the client control.  dropall could be made
client, and the client then examines the currently activated list and sends a
drop for all objects in that list.
2) Custom lists.  You could have 4 (or however) many inventory tabs, and you
could control what tabs the items are in.  Thus, you could have a tab for things
you wear a lot, so you want them handy, etc.
3) custom naming of items.  Client could track numbers, and lets player name an
item for their convenience (so if you know that wand is fireballs, you could
call it that).  Client would do this by recording the name in a file (and what
number goes with it) and updating its global count so that the next one gets the
next in the sequence.  Even if just 16 bits is used for this, that provides
65535 names, which unless the player has a lot of different characters, I would
think this should be more than enough.

 The main reason to put this on the server (object) is so that it gets saved
with the character so that it is much more fullproof.  And it should be quite
easy to add something like 'C->S: updateitemflag <tag><flags><tag2><flags2>...' 
And the flag gets sent with the object (requiring a minor update on that).

 The nice thing about this is that the client can do anything with the flags it
wants.  A simple implementation could just give each object a unique id and then
know what flags/name to associate with it.

    
    


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