-----Original Message----- From: peter hartman <wart@KUNTRYNET.COM> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Tuesday, March 24, 1998 6:10 AM Subject: [code] vt100/ansi definitions >Greetings and Salutations: > I've been recently pondering the idea of enhancing the prompt. >Eseentialy, I kno wthat with vt100 emulation you can 'window' your screen. >In essence, what I mean is that I've seen programs that will allow you to >have maybe a line or two of constant data (the prompt) and then the rest >of the screen being the window of action. That would save a lot of >repetitive sends, since the prompt would be more or less constant on the >bottom of teh screen. In order to implement this idea, I was wondering if >anyone had a resource on vt100/ANSI definitions and control codes? Or, >has anyone implemented this idea before? I'll keep digging around on the >net, but any help would be appreciated. > I have it working for several features.. more or less. I use it for a top/bottom non-scrolling prompt, for automatic terrain screen updates during combat, and will use it for the space travel screen so you get a realtime update of your position and so on. This is primarily done to avoid redrawing a map every update. The trouble is that each mud client does things just a bit differently. When I have more time I will download all the ones I can run, create a toggle client <client_name> option and be done with it. You could also give them a set of options they can try along with test routines so they can self-configure their client without knowing what a cursor or scrolling region is :-) All in all, it's something I wish I could post a neat function and point to all the mud client developers and say, "do it this way.", but I doubt that'd work, even if I tried. After all, the RFC is there and that isn't even being faithfully implemented. My advice for someone who really wants to do it: read the rfc's and use a known-compliant telnet app to create your library of callable functions to handle each task. Then, you will be able to add client specific behaviors with a minimum of fuss. Saves a lot of debugging time, as your favorite mud client probably does at least one thing completely wrong and a bunch more either barely supported or partially supported. Here's a good place to bookmark for standards info: http://www.cmpcmm.com/cc/standards.html BTW.. Anyone using RIP? My understanding is that you need the following to write a rip based mud: 1) Players who _buy_ a copy of the proprietary terminal app (which lacks mud client features and costs money) 2) A server license to use the proprietary protocol. Am I right? dead wrong? --Mallory +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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