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Question Changing the color of room names to something unique?

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13 Oct 2013 18:38 #4409 by dracmas
Way to save the day! That's exactly what I was looking for!

Screen.h
Code:
/** * @file screen.h * Header file with ANSI color codes for online color. * * Part of the core tbaMUD source code distribution, which is a derivative * of, and continuation of, CircleMUD. * * All rights reserved. See license for complete information. * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. */ #ifndef _SCREEN_H_ #define _SCREEN_H_ #define CNRM "\x1B[0;0m" /* "Normal" */ #define CNUL "" /* No Change */ #define KNRM "\x1B[0m" /* Foreground "Normal" */ #define KBLK "\x1b[0;30m" /* Foreground Black */ #define KRED "\x1B[0;31m" /* Foreground Dark Red */ #define KGRN "\x1B[0;32m" /* Foreground Dark Green */ #define KYEL "\x1B[0;33m" /* Foreground Dark Yellow */ #define KBLU "\x1B[0;34m" /* Foreground Dark Blue */ #define KMAG "\x1B[0;35m" /* Foreground Dark Magenta */ #define KCYN "\x1B[0;36m" /* Foreground Dark Cyan */ #define KWHT "\x1B[0;37m" /* Foreground Dark White (Light Gray) */ #define KNUL "" /* Foreground No Change */ #define BBLK "\x1B[1;30m" /* Foreground Bright Black (Dark Gray) */ #define BRED "\x1B[1;31m" /* Foreground Bright Red */ #define BGRN "\x1B[1;32m" /* Foreground Bright Green */ #define BYEL "\x1B[1;33m" /* Foreground Bright Yellow */ #define BBLU "\x1B[1;34m" /* Foreground Bright Blue */ #define BMAG "\x1B[1;35m" /* Foreground Bright Magenta */ #define BCYN "\x1B[1;36m" /* Foreground Bright Cyan */ #define BWHT "\x1B[1;37m" /* Foreground Bright White */ #define BKBLK "\x1B[40m" /* Background Black */ #define BKRED "\x1B[41m" /* Background Dark Red */ #define BKGRN "\x1B[42m" /* Background Dark Green */ #define BKYEL "\x1B[43m" /* Background Dark Yellow */ #define BKBLU "\x1B[44m" /* Background Dark Blue */ #define BKMAG "\x1B[45m" /* Background Dark Magenta */ #define BKCYN "\x1B[46m" /* Background Dark Cyan */ #define BKWHT "\x1B[47m" /* Background Dark White (Light Gray) */ #define FBLK "\x1B[5;30m" /* Foreground Flashing Black (silly) */ #define FRED "\x1B[5;31m" /* Foreground Flashing Dark Red */ #define FGRN "\x1B[5;32m" /* Foreground Flashing Dark Green */ #define FYEL "\x1B[5;33m" /* Foreground Flashing Dark Yellow */ #define FBLU "\x1B[5;34m" /* Foreground Flashing Dark Blue */ #define FMAG "\x1B[5;35m" /* Foreground Flashing Dark Magenta */ #define FCYN "\x1B[5;36m" /* Foreground Flashing Dark Cyan */ #define FWHT "\x1B[5;37m" /* Foreground Flashing Light Gray */ #define BFBLK "\x1B[1;5;30m" /* Foreground Flashing Dark Gray */ #define BFRED "\x1B[1;5;31m" /* Foreground Flashing Bright Red */ #define BFGRN "\x1B[1;5;32m" /* Foreground Flashing Bright Green */ #define BFYEL "\x1B[1;5;33m" /* Foreground Flashing Bright Yellow */ #define BFBLU "\x1B[1;5;34m" /* Foreground Flashing Bright Blue */ #define BFMAG "\x1B[1;5;35m" /* Foreground Flashing Bright Magenta */ #define BFCYN "\x1B[1;5;36m" /* Foreground Flashing Bright Cyan */ #define BFWHT "\x1B[1;5;37m" /* Foreground Flashing Bright White */ #define CBEEP "\x07" #define CAT "@@" #define CAMP "&" #define CSLH "\\" #define CUDL "\x1B[4m" /* Underline ANSI code */ #define CFSH "\x1B[5m" /* Flashing ANSI code. Change to #define CFSH "" if * you want to disable flashing colour codes */ #define CRVS "\x1B[7m" /* Reverse video ANSI code */ /* conditional color. pass it a pointer to a char_data and a color level. */ #define C_OFF 0 #define C_SPR 1 #define C_NRM 2 #define C_CMP 3 #define _clrlevel(ch) (!IS_NPC(ch) ? (PRF_FLAGGED((ch), PRF_COLOR_1) ? 1 : 0) + \ (PRF_FLAGGED((ch), PRF_COLOR_2) ? 2 : 0) : 0) #define clr(ch,lvl) (_clrlevel(ch) >= (lvl)) /* Player dependant foreground color codes */ #define CCNRM(ch,lvl) (clr((ch),(lvl))?KNRM:KNUL) #define CCBLK(ch,lvl) (clr((ch),(lvl))?KBLK:CNUL) #define CCRED(ch,lvl) (clr((ch),(lvl))?KRED:KNUL) #define CCGRN(ch,lvl) (clr((ch),(lvl))?KGRN:KNUL) #define CCYEL(ch,lvl) (clr((ch),(lvl))?KYEL:KNUL) #define CCBLU(ch,lvl) (clr((ch),(lvl))?KBLU:KNUL) #define CCMAG(ch,lvl) (clr((ch),(lvl))?KMAG:KNUL) #define CCCYN(ch,lvl) (clr((ch),(lvl))?KCYN:KNUL) #define CCWHT(ch,lvl) (clr((ch),(lvl))?KWHT:KNUL) /* Bright colors */ #define CBRED(ch,lvl) (clr((ch),(lvl))?BRED:CNUL) #define CBGRN(ch,lvl) (clr((ch),(lvl))?BGRN:CNUL) #define CBYEL(ch,lvl) (clr((ch),(lvl))?BYEL:CNUL) #define CBBLU(ch,lvl) (clr((ch),(lvl))?BBLU:CNUL) #define CBMAG(ch,lvl) (clr((ch),(lvl))?BMAG:CNUL) #define CBCYN(ch,lvl) (clr((ch),(lvl))?BCYN:CNUL) #define CBWHT(ch,lvl) (clr((ch),(lvl))?BWHT:CNUL) #define CBBLK(ch,lvl) (clr((ch),(lvl))?BBLK:CNUL) /* Flashing colors */ #define CCFRED(ch,lvl) (clr((ch),(lvl))?FRED:CNUL) #define CCFGRN(ch,lvl) (clr((ch),(lvl))?FGRN:CNUL) #define CCFYEL(ch,lvl) (clr((ch),(lvl))?FYEL:CNUL) #define CCFBLU(ch,lvl) (clr((ch),(lvl))?FBLU:CNUL) #define CCFMAG(ch,lvl) (clr((ch),(lvl))?FMAG:CNUL) #define CCFCYN(ch,lvl) (clr((ch),(lvl))?FCYN:CNUL) #define CCFWHT(ch,lvl) (clr((ch),(lvl))?FWHT:CNUL) /* Flashing bright colors */ #define CBFRED(ch,lvl) (clr((ch),(lvl))?BFRED:CNUL) #define CBFGRN(ch,lvl) (clr((ch),(lvl))?BFGRN:CNUL) #define CBFYEL(ch,lvl) (clr((ch),(lvl))?BFYEL:CNUL) #define CBFBLU(ch,lvl) (clr((ch),(lvl))?BFBLU:CNUL) #define CBFMAG(ch,lvl) (clr((ch),(lvl))?BFMAG:CNUL) #define CBFCYN(ch,lvl) (clr((ch),(lvl))?BFCYN:CNUL) #define CBFWHT(ch,lvl) (clr((ch),(lvl))?BFWHT:CNUL) /* Background colors */ #define CBKRED(ch,lvl) (clr((ch),(lvl))?BKRED:CNUL) #define CBKGRN(ch,lvl) (clr((ch),(lvl))?BKGRN:CNUL) #define CBKYEL(ch,lvl) (clr((ch),(lvl))?BKYEL:CNUL) #define CBKBLU(ch,lvl) (clr((ch),(lvl))?BKBLU:CNUL) #define CBKMAG(ch,lvl) (clr((ch),(lvl))?BKMAG:CNUL) #define CBKCYN(ch,lvl) (clr((ch),(lvl))?BKCYN:CNUL) #define CBKWHT(ch,lvl) (clr((ch),(lvl))?BKWHT:CNUL) #define CBKBLK(ch,lvl) (clr((ch),(lvl))?BKBLK:CNUL) #define COLOR_LEV(ch) (_clrlevel(ch)) /* Simplified color codes */ #define QNRM CCNRM(ch,C_SPR) #define QBLK CCBLK(ch,C_SPR) #define QRED CCRED(ch,C_SPR) #define QGRN CCGRN(ch,C_SPR) #define QYEL CCYEL(ch,C_SPR) #define QBLU CCBLU(ch,C_SPR) #define QMAG CCMAG(ch,C_SPR) #define QCYN CCCYN(ch,C_SPR) #define QWHT CCWHT(ch,C_SPR) /* simplified brights */ #define QBBLK CBBLK(ch,C_SPR) #define QBRED CBRED(ch,C_SPR) #define QBGRN CBGRN(ch,C_SPR) #define QBYEL CBYEL(ch,C_SPR) #define QBBLU CBBLU(ch,C_SPR) #define QBMAG CBMAG(ch,C_SPR) #define QBCYN CBCYN(ch,C_SPR) #define QBWHT CBWHT(ch,C_SPR) /* Simplified Flashing */ #define QFRED CCFRED(ch,C_SPR) #define QFGRN CCFGRN(ch,C_SPR) #define QFYEL CCFYEL(ch,C_SPR) #define QFBLU CCFBLU(ch,C_SPR) #define QFMAG CCFMAG(ch,C_SPR) #define QFCYN CCFCYN(ch,C_SPR) #define QFWHT CCFWHT(ch,C_SPR) /* Simplified Bright Flashing */ #define QBFRED CBFRED(ch,C_SPR) #define QBFGRN CBFGRN(ch,C_SPR) #define QBFYEL CBFYEL(ch,C_SPR) #define QBFBLU CBFBLU(ch,C_SPR) #define QBFMAG CBFMAG(ch,C_SPR) #define QBFCYN CBFCYN(ch,C_SPR) #define QBFWHT CBFWHT(ch,C_SPR) /* Simplified Backgrounds */ #define QBKBLK CBKBLK(ch,C_SPR) #define QBKRED CBKRED(ch,C_SPR) #define QBKGRN CBKGRN(ch,C_SPR) #define QBKYEL CBKYEL(ch,C_SPR) #define QBKBLU CBKBLU(ch,C_SPR) #define QBKMAG CBKMAG(ch,C_SPR) #define QBKCYN CBKCYN(ch,C_SPR) #define QBKWHT CBKWHT(ch,C_SPR) #endif /* _SCREEN_H_ */

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16 Oct 2013 01:43 - 16 Oct 2013 01:45 #4422 by dracmas
Next color question would be how to change say channel color?
I see where most of the channels are color set up here
act.comm.c
Code:
/* com_msgs: [0] Message if you can't perform the action because of noshout * [1] name of the action * [2] message if you're not on the channel * [3] a color string. */ const char *com_msgs[][4] = { {"You cannot holler!!\r\n", "holler", "", KYEL}, {"You cannot shout!!\r\n", "shout", "Turn off your noshout flag first!\r\n", KYEL}, {"You cannot gossip!!\r\n", "gossip", "You aren't even on the channel!\r\n", KMAG}, {"You cannot auction!!\r\n", "auction", "You aren't even on the channel!\r\n", KMAG}, {"You cannot congratulate!\r\n", "congrat", "You aren't even on the channel!\r\n", KGRN}, {"You cannot gossip your emotions!\r\n", "gossip", "You aren't even on the channel!\r\n", KYEL} };

Say would be here, but don't know how to add color.
Code:
ACMD(do_say) { skip_spaces(&argument); if (!*argument) send_to_char(ch, "Yes, but WHAT do you want to say?\r\n"); else { char buf[MAX_INPUT_LENGTH + 14], *msg; struct char_data *vict; if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument)) parse_at(argument); snprintf(buf, sizeof(buf), "$n\tn says, '%s'", argument); msg = act(buf, FALSE, ch, 0, 0, TO_ROOM | DG_NO_TRIG); for (vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room) if (vict != ch && GET_POS(vict) > POS_SLEEPING) add_history(vict, msg, HIST_SAY); if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT)) send_to_char(ch, "%s", CONFIG_OK); else { sprintf(buf, "You say, '%s'", argument); msg = act(buf, FALSE, ch, 0, 0, TO_CHAR | DG_NO_TRIG); add_history(ch, msg, HIST_SAY); } } /* Trigger check. */ speech_mtrigger(ch, argument); speech_wtrigger(ch, argument); }
Last edit: 16 Oct 2013 01:45 by dracmas. Reason: Pasted wrong code for channel colors

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16 Oct 2013 02:15 #4423 by dracmas
Well now I know where the \t comes in.

snprintf(buf, sizeof(buf), "\tg$n says, '\tG%s\tg'\tn", argument);

and

sprintf(buf, "\tgYou say, '\tG%s\tg'\tn", argument);

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16 Oct 2013 22:30 - 16 Oct 2013 22:30 #4426 by dracmas
For this color, items in room have been turned red, just so I can see its changed. Going to white, but this made it obvious. Now how do I make it so all items in the room have a tab space in front of it?

act.informative.c
Code:
case SHOW_OBJ_LONG: /* Hide objects starting with . from non-holylighted people. - Elaseth */ if (*obj->description == '.' && (IS_NPC(ch) || !PRF_FLAGGED(ch, PRF_HOLYLIGHT))) return; if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) { send_to_char(ch, "[%d] ", GET_OBJ_VNUM(obj)); if (SCRIPT(obj)) { if (!TRIGGERS(SCRIPT(obj))->next) send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(obj)))); else send_to_char(ch, "[TRIGS] "); } } ++ send_to_char(ch, "%s", CCRED(ch, C_NRM));
Last edit: 16 Oct 2013 22:30 by dracmas.

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17 Oct 2013 00:47 - 17 Oct 2013 01:11 #4428 by dracmas
On that line I ended up finding out \t\t gives you one space, so
\t\t\t\t\t\t\t\t\t\t\t\t gives six, which gives me my item spacing in comparison
to the mobs that show in the room.

so send_to_char(ch, "\t\t\t\t\t\t\t\t\t\t\t\t%s", CCRED(ch, C_NRM));

worked, but suddenly noticed that hidden room items now were visible with the period in front
of the name.

send_to_char(ch, "\t\t\t\t\t\t\t\t\t\t\t\t %s", CCRED(ch, C_NRM));

Fixed. Worked like a charm, but I do think there would be an easier way.

EDIT: So that worked for mudlet. In telnet \t\t really does equal one tab. ugh!
Last edit: 17 Oct 2013 01:11 by dracmas.

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