Spells on mobs dont show message when they end

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2 weeks 6 hours ago #8046 by JTP
JTP created the topic: Spells on mobs dont show message when they end
How Come spells on mobs dont show a message when spells end ?

How Could it be made to show like on players ?

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1 week 6 days ago #8052 by Sascha
Sascha replied the topic: Spells on mobs dont show message when they end
I would also like to see a message when you toggle skills on and off, like:

Toggle sneak on: Okay, you start sneaking. Shh!
Toggle sneak off: Okay, you stop sneaking.
When typing score or stat: You are sneaking. (OR) You are affected by sneak, shield of air, and strength. (This would optimally show up to 10 affects.)

But to stay on point it would be cool for mobs to show the same. Good idea!

Dovie'andi se tovya sagain. After the Breaking MUD, now in beta testing...

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1 week 6 days ago #8053 by thomas
thomas replied the topic: Spells on mobs dont show message when they end
The relevant line in the code is github.com/tbamud/tbamud/blob/master/src/magic.c#L74
      else {
	if ((af->spell > 0) && (af->spell <= MAX_SPELLS))
	  if (!af->next || (af->next->spell != af->spell) ||
	      (af->next->duration > 0))
	    if (spell_info[af->spell].wear_off_msg)
	      send_to_char(i, "%s\r\n", spell_info[af->spell].wear_off_msg);
	affect_remove(i, af);
      }
As is apparent, the wear off message is only sent to the player - not with act() but with send_to_char(). So, while adding this isn't impossible, there's quite a lot of work to be done:
- spell_info needs to be expanded with a new message, wear_off_echo_msg.
- this needs to be loaded. The loading mechanism needs to deal with spells/skills with and without this new line (or we need to add a blank line everywhere)
- this needs to be free'd on shutdown
- finally, we need to send the message via act() TO_NOT_VICT when the spell fades.

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1 week 6 days ago #8054 by JTP
JTP replied the topic: Spells on mobs dont show message when they end
damn...loading and freeing isnt my specialty

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1 week 5 days ago #8057 by thomas
thomas replied the topic: Spells on mobs dont show message when they end

JTP wrote: damn...loading and freeing isnt my specialty

Luckily, I turned out to be wrong. Just goes to show that you should trust nobody :P

The spell_info struct is initialized at the end of spell_parser.c, and as such need not be neither loaded nor free'd.

The necessary changes to make this work are these:
diff --git a/src/magic.c b/src/magic.c
index 7dd4abd..681ba8b 100644
--- a/src/magic.c
+++ b/src/magic.c
@@ -68,12 +68,20 @@ void affect_update(void)
       else if (af->duration == -1)     /* No action */
        ;
       else {
-       if ((af->spell > 0) && (af->spell <= MAX_SPELLS))
-         if (!af->next || (af->next->spell != af->spell) ||
-             (af->next->duration > 0))
-           if (spell_info[af->spell].wear_off_msg)
-             send_to_char(i, "%s\r\n", spell_info[af->spell].wear_off_msg);
-       affect_remove(i, af);
+        int spellnum = af->spell;
+        int should_message = spellnum > 0
+            && spellnum <= MAX_SPELLS
+            && (!af->next
+                || af->next->spell != af->spell
+                || af->next->duration > 0);
+        if (should_message && spell_info[spellnum].wear_off_msg)
+          send_to_char(i, "%s\r\n", spell_info[spellnum].wear_off_msg);
+
+        affect_remove(i, af);
+
+        /* do this after removing the affect, in case it was invisibility... */
+        if (should_message && IS_NPC(i) && spell_info[spellnum].wear_off_echo_msg)
+          act(spell_info[spellnum].wear_off_echo_msg, TRUE, i, NULL, i, TO_ROOM);
       }
     }
 }
diff --git a/src/spell_parser.c b/src/spell_parser.c
index a443cc8..d620357 100644
--- a/src/spell_parser.c
+++ b/src/spell_parser.c
@@ -29,7 +29,9 @@ const char *unused_spellname = "!UNUSED!"; /* So we can get &unused_spellname */
 
 /* Local (File Scope) Function Prototypes */
 static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, struct obj_data *tobj);
-static void spello(int spl, const char *name, int max_mana, int min_mana, int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff);
+static void spello(int spl, const char *name, int max_mana, int min_mana,
+  int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff,
+  const char *wear_off_echo_msg);
 static int mag_manacost(struct char_data *ch, int spellnum);
 
 /* Local (File Scope) Variables */
@@ -655,7 +657,8 @@ void spell_level(int spell, int chclass, int level)
 
 /* Assign the spells on boot up */
 static void spello(int spl, const char *name, int max_mana, int min_mana,
-       int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff)
+       int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff,
+       const char *wear_off_echo_msg)
 {
   int i;
 
@@ -670,6 +673,7 @@ static void spello(int spl, const char *name, int max_mana, int min_mana,
   spell_info[spl].routines = routines;
   spell_info[spl].name = name;
   spell_info[spl].wear_off_msg = wearoff;
+  spell_info[spl].wear_off_echo_msg = wear_off_echo_msg;
 }
 
 void unused_spell(int spl)
@@ -688,7 +692,7 @@ void unused_spell(int spl)
   spell_info[spl].name = unused_spellname;
 }
 
-#define skillo(skill, name) spello(skill, name, 0, 0, 0, 0, 0, 0, 0, NULL);
+#define skillo(skill, name) spello(skill, name, 0, 0, 0, 0, 0, 0, 0, NULL, NULL);
 /* Arguments for spello calls:
  * spellnum, maxmana, minmana, manachng, minpos, targets, violent?, routines.
  * spellnum:  Number of the spell.  Usually the symbolic name as defined in
@@ -724,224 +728,224 @@ void mag_assign_spells(void)
 
   spello(SPELL_ANIMATE_DEAD, "animate dead", 35, 10, 3, POS_STANDING,
        TAR_OBJ_ROOM, FALSE, MAG_SUMMONS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_ARMOR, "armor", 30, 15, 3, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
-       "You feel less protected.");
+       "You feel less protected.", "$Ns skin stops shimmering.");
 
   spello(SPELL_BLESS, "bless", 35, 5, 3, POS_STANDING,
        TAR_CHAR_ROOM | TAR_OBJ_INV, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
-       "You feel less righteous.");
+       "You feel less righteous.", "$N lost the blessing of $S deity.");
 
   spello(SPELL_BLINDNESS, "blindness", 35, 25, 1, POS_STANDING,
        TAR_CHAR_ROOM | TAR_NOT_SELF, FALSE, MAG_AFFECTS,
-       "You feel a cloak of blindness dissolve.");
+       "You feel a cloak of blindness dissolve.", "The white cloak dissolves from $Ns eyes.");
 
   spello(SPELL_BURNING_HANDS, "burning hands", 30, 10, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CALL_LIGHTNING, "call lightning", 40, 25, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CHARM, "charm person", 75, 50, 2, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_MANUAL,
-       "You feel more self-confident.");
+       "You feel more self-confident.", "$N seems more self-confident.");
 
   spello(SPELL_CHILL_TOUCH, "chill touch", 30, 10, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_AFFECTS,
-       "You feel your strength return.");
+       "You feel your strength return.", "$N no longer shivers with cold.");
 
   spello(SPELL_CLONE, "clone", 80, 65, 5, POS_STANDING,
        TAR_IGNORE, FALSE, MAG_SUMMONS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_COLOR_SPRAY, "color spray", 30, 15, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CONTROL_WEATHER, "control weather", 75, 25, 5, POS_STANDING,
        TAR_IGNORE, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CREATE_FOOD, "create food", 30, 5, 4, POS_STANDING,
        TAR_IGNORE, FALSE, MAG_CREATIONS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CREATE_WATER, "create water", 30, 5, 4, POS_STANDING,
        TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CURE_BLIND, "cure blind", 30, 5, 2, POS_STANDING,
        TAR_CHAR_ROOM, FALSE, MAG_UNAFFECTS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CURE_CRITIC, "cure critic", 30, 10, 2, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_POINTS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CURE_LIGHT, "cure light", 30, 10, 2, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_POINTS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_CURSE, "curse", 80, 50, 2, POS_STANDING,
        TAR_CHAR_ROOM | TAR_OBJ_INV, TRUE, MAG_AFFECTS | MAG_ALTER_OBJS,
-       "You feel more optimistic.");
+       "You feel more optimistic.", "$N seems less burdened, somehow.");
 
   spello(SPELL_DARKNESS, "darkness", 30, 5, 4, POS_STANDING,
        TAR_IGNORE, FALSE, MAG_ROOMS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_DETECT_ALIGN, "detect alignment", 20, 10, 2, POS_STANDING,
        TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
-       "You feel less aware.");
+       "You feel less aware.", "$Ns eyes lose their yellow aura.");
 
   spello(SPELL_DETECT_INVIS, "detect invisibility", 20, 10, 2, POS_STANDING,
        TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
-       "Your eyes stop tingling.");
+       "Your eyes stop tingling.", "$Ns eyes lose their purple aura.");
 
   spello(SPELL_DETECT_MAGIC, "detect magic", 20, 10, 2, POS_STANDING,
        TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
-       "The detect magic wears off.");
+       "The detect magic wears off.", "$Ns eyes lose their blue aura.");
 
   spello(SPELL_DETECT_POISON, "detect poison", 15, 5, 1, POS_STANDING,
        TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
-       "The detect poison wears off.");
+       "The detect poison wears off.", "$Ns eyes lose their green aura.");
 
   spello(SPELL_DISPEL_EVIL, "dispel evil", 40, 25, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_DISPEL_GOOD, "dispel good", 40, 25, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_EARTHQUAKE, "earthquake", 40, 25, 3, POS_FIGHTING,
        TAR_IGNORE, TRUE, MAG_AREAS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_ENCHANT_WEAPON, "enchant weapon", 150, 100, 10, POS_STANDING,
        TAR_OBJ_INV, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_ENERGY_DRAIN, "energy drain", 40, 25, 1, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_GROUP_ARMOR, "group armor", 50, 30, 2, POS_STANDING,
        TAR_IGNORE, FALSE, MAG_GROUPS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_FIREBALL, "fireball", 40, 30, 2, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_FLY, "fly", 40, 20, 2, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
-       "You drift slowly to the ground.");
+       "You drift slowly to the ground.", "$N slowly drifts to the ground.");
 
   spello(SPELL_GROUP_HEAL, "group heal", 80, 60, 5, POS_STANDING,
        TAR_IGNORE, FALSE, MAG_GROUPS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_HARM, "harm", 75, 45, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_HEAL, "heal", 60, 40, 3, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_POINTS | MAG_UNAFFECTS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_INFRAVISION, "infravision", 25, 10, 1, POS_STANDING,
        TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
-       "Your night vision seems to fade.");
+       "Your night vision seems to fade.", "$Ns eyes lose their red aura.");
 
   spello(SPELL_INVISIBLE, "invisibility", 35, 25, 1, POS_STANDING,
        TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
-       "You feel yourself exposed.");
+       "You feel yourself exposed.", "$N fades into visiblity.");
 
   spello(SPELL_LIGHTNING_BOLT, "lightning bolt", 30, 15, 1, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_LOCATE_OBJECT, "locate object", 25, 20, 1, POS_STANDING,
        TAR_OBJ_WORLD, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_MAGIC_MISSILE, "magic missile", 25, 10, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_POISON, "poison", 50, 20, 3, POS_STANDING,
        TAR_CHAR_ROOM | TAR_NOT_SELF | TAR_OBJ_INV, TRUE,
        MAG_AFFECTS | MAG_ALTER_OBJS,
-       "You feel less sick.");
+       "You feel less sick.", "$N looks noticable less ill.");
 
   spello(SPELL_PROT_FROM_EVIL, "protection from evil", 40, 10, 3, POS_STANDING,
        TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
-       "You feel less protected.");
+       "You feel less protected.", "$N looks less protected, somehow.");
 
   spello(SPELL_REMOVE_CURSE, "remove curse", 45, 25, 5, POS_STANDING,
        TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE,
        MAG_UNAFFECTS | MAG_ALTER_OBJS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_REMOVE_POISON, "remove poison", 40, 8, 4, POS_STANDING,
        TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_UNAFFECTS | MAG_ALTER_OBJS,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_SANCTUARY, "sanctuary", 110, 85, 5, POS_STANDING,
        TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
-       "The white aura around your body fades.");
+       "The white aura around your body fades.", "The white aura around $Ns body fades");
 
   spello(SPELL_SENSE_LIFE, "sense life", 20, 10, 2, POS_STANDING,
        TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
-       "You feel less aware of your surroundings.");
+       "You feel less aware of your surroundings.", "The keen glint in $Ns eyes fades");
 
   spello(SPELL_SHOCKING_GRASP, "shocking grasp", 30, 15, 3, POS_FIGHTING,
        TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_SLEEP, "sleep", 40, 25, 5, POS_STANDING,
        TAR_CHAR_ROOM, TRUE, MAG_AFFECTS,
-       "You feel less tired.");
+       "You feel less tired.", "$N looks less tired");
 
   spello(SPELL_STRENGTH, "strength", 35, 30, 1, POS_STANDING,
        TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
-       "You feel weaker.");
+       "You feel weaker.", "$N looks weaker.");
 
   spello(SPELL_SUMMON, "summon", 75, 50, 3, POS_STANDING,
        TAR_CHAR_WORLD | TAR_NOT_SELF, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_TELEPORT, "teleport", 75, 50, 3, POS_STANDING,
        TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_WATERWALK, "waterwalk", 40, 20, 2, POS_STANDING,
        TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
-       "Your feet seem less buoyant.");
+       "Your feet seem less buoyant.", "$Ns feet return to normal.");
 
   spello(SPELL_WORD_OF_RECALL, "word of recall", 20, 10, 2, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   spello(SPELL_IDENTIFY, "identify", 50, 25, 5, POS_STANDING,
         TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
-        NULL);
+        NULL, NULL);
 
 
   /* NON-castable spells should appear below here. */
   spello(SPELL_IDENTIFY, "identify", 0, 0, 0, 0,
        TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
-       NULL);
+       NULL, NULL);
 
   /* you might want to name this one something more fitting to your theme -Welcor*/
   spello(SPELL_DG_AFFECT, "Script-inflicted", 0, 0, 0, POS_SITTING,
        TAR_IGNORE, TRUE, 0,
-       NULL);
+       NULL, NULL);
 
   /* Declaration of skills - this actually doesn't do anything except set it up
    * so that immortals can use these skills by default.  The min level to use
diff --git a/src/spells.h b/src/spells.h
index 4bcb8ec..15610cb 100644
--- a/src/spells.h
+++ b/src/spells.h
@@ -193,6 +193,7 @@ struct spell_info_type {
    int targets;         /* See below for use with TAR_XXX  */
    const char *name;   /* Input size not limited. Originates from string constants. */
    const char *wear_off_msg;   /* Input size not limited. Originates from string constants. */
+   const char *wear_off_echo_msg;      /* Input size not limited. Originates from string constants. */
 };
 
 /* Possible Targets:

So, not so much work, after all.
The following user(s) said Thank You: WhiskyTest, lacrc

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1 week 4 days ago #8061 by WhiskyTest
WhiskyTest replied the topic: Spells on mobs dont show message when they end
Nice, into stock?

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