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authorBjørn Lindeijer <bjorn@lindeijer.nl>2005-02-05 16:59:39 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2005-02-05 16:59:39 +0000
commit88444039ab1c08932998e053ce28be61d9e906d5 (patch)
tree01220144c7a5dfe6c56e8def0017121981edb2af /docs
parent17798683ebebbc92510ba5244aa3455c2138869d (diff)
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Some clarifications, using IDs instead of names and introduced C (1 byte).
Diffstat (limited to 'docs')
-rw-r--r--docs/server.txt39
1 files changed, 22 insertions, 17 deletions
diff --git a/docs/server.txt b/docs/server.txt
index 8a6218a0..1bdf626e 100644
--- a/docs/server.txt
+++ b/docs/server.txt
@@ -37,6 +37,7 @@ that allow a scripting language to be used in these areas.
In the messages described the following data types are being used:
A - char array (null terminated)
+ C - char (1 byte)
S - short (2 bytes)
L - long (4 bytes)
@@ -54,14 +55,14 @@ In the messages described the following data types are being used:
- Mostly static (at least doesn't move, but can change)
- Has collision properties, which can change
- Can be an item (allowing picking it up)
-- Can be animated (and change animation)
+- Can be animated and change animation (max 256 animations)
- Can potentially be activated/used (door, chest, portal)
Server to client:
- MSG_NEW_OBJECT { A name, L id, L x, L y }
- MSG_REMOVE_OBJECT { L id }
- MSG_CHANGE_OBJECT { L id, L x, L y, S currAnim, S flags }
+ MSG_NEW_OBJECT { L objectTypeId, L objectId, L x, L y }
+ MSG_REMOVE_OBJECT { L objectId }
+ MSG_CHANGE_OBJECT { L objectId, L x, L y, C currAnim, S flags }
Client to server:
@@ -74,7 +75,7 @@ In the messages described the following data types are being used:
- Most properties specified in XML file.
- Dynamic (can walk around)
- Character animation, but could still show arbitrary animations.
-- Can equip stuff, which could change appearance
+- Can equip stuff, which could change appearance (max 256 equipment slots)
- Has inventory
- Connects to questing system
- Can fight other beings
@@ -87,19 +88,23 @@ In the messages described the following data types are being used:
Server to client:
- MSG_NEW_BEING { A name, L id, L clientId, L x, L y }
- MSG_REMOVE_BEING { L id }
- MSG_INVENTORY_UPD { L id, A itemName, L amount }
- MSG_EQUIPMENT_UPD { L id, S slot, A itemName }
- MSG_ATTACK { L attackerId, L targetId, L damage, S damType }
- MSG_PATH { L id, A path }
+ MSG_NEW_BEING { L beingTypeId, L beingId, L clientId, L x, L y }
+ MSG_REMOVE_BEING { L beingId }
+ MSG_INVENTORY_UPD { L beingId, L itemTypeId, L amount }
+ MSG_EQUIPMENT_UPD { L beingId, L itemTypeId, C slot }
+ MSG_ATTACK { L beingId, L targetId, L damage, C damType }
+ MSG_PATH { L beingId, A path }
Client to server:
- MSG_TARGET { L id, L targetId }
- MSG_WALK { L id, L x, L y }
- MSG_START_TRADE { L id, L shopBeingId } // Needs more related messages
- MSG_START_TALK { L id, L talkBeingId } // Needs more related messages
+ MSG_TARGET { L beingId, L targetId }
+ MSG_WALK { L beingId, L x, L y }
+ MSG_START_TRADE { L beingId, L shopBeingId }
+ MSG_START_TALK { L beingId, L talkBeingId }
+ MSG_REQ_TRADE { L beingId, L playerBeingId }
+
+More messages are needed for the talking with NPCs and trading with shops and
+other players.
5. ITEM
@@ -112,8 +117,8 @@ In the messages described the following data types are being used:
Client to server:
- MSG_USE_ITEM { L id, A itemName }
- MSG_EQUIP { L id, A itemName, S slot }
+ MSG_USE_ITEM { L beingId, L itemTypeId }
+ MSG_EQUIP { L beingId, L itemTypeId, C slot }
6. CHAT