Karla Stenger wrote: > What are your ideas about it? and how to do it on the client? I still didn't > look too much the client code since i thought comunication commands were meant > to be on the c_chat.c file. I really think the comunication needs to be > improved, but i'm a bit short of ideas and i would prefer to be guided on what > and maybe how to do it. If i can help, i'm all ears :) Well, I don't propose that the client will talk to other clients directly. The communication will still go through the server. However, at some level, I'd prefer more of the logic to be in the client than in the server. For example, 'tell' already takes the character name of the target of the tell. So from a starting point, you could see that the client watches the messages that come by, and stores its own copy of the last person to tell that client something. Thus, when the player replies, 'reply' is handled completely on the client - it just does a 'tell %s ...', and fills in %s with the last person that did the tell. Likewise, the player could do some client command which sets who the replies should go to. One could go further with this - highlight (or maybe just put the mouse) over the name in the last tell, and right click and get the option to tell them something. You could also do the actual filtering of messages on the clients (eg, ignore all shouts, or only listen to shouts/tells from Xyz, etc). With just a little work, one could even see the idea of hte shout channels on the client, eg, mesages are like 'Mark shouts on Newbie: this is the newbie channel'. Client parts that, sees who shouted (Mark), and channel (Newbie) and sees if this is a message that should be displayed to the player. If someone wnats to make the client with tabbed windows, up to them. Some of this could be easier - one of the things on the TODO list is to change the draw_info formatting a bit. Right now, the server tells the client the color, and really nothing else. The idea is that instead, the server tells the client the type of content (level gain, monster killed, etc) and the client can then figure out how to display it (color, font, which window/tab, etc). Extending that idea just a little bit, one could see some message formats as abbreviations, eg, if the client doesn't know the format, the text message is still humanly readable, but a smart client could clean it up, eg, for shout messages, you could have a format like 'name:channel:message'. Clients could clean that up to 'name shouts on channel message', but even if the client didn't clean it up, it is still perfectly readable with the colons. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel