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Question GUI for TBAmud

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27 Nov 2017 03:36 #7166 by WhiskyTest
Replied by WhiskyTest on topic GUI for TBAmud
I will pop in, GMT +12 so timezone sometimes is awkward.

I've been making slow progress on this, not only learning how to code the MSDP from the tbaMUD code - but then on Mudlet as to how to read and present that data, that's been a whole new area of learning in itself.

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27 Nov 2017 09:34 #7167 by Ornir
Replied by Ornir on topic GUI for TBAmud
Oh, I tried your fix and I am still getting newlines/prompts.

Any other ideas?

Luminari - a Pathfinder/D&D inspired adventure!
www.luminarimud.com
luminarimud.com 4100

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27 Nov 2017 20:32 #7168 by WhiskyTest
Replied by WhiskyTest on topic GUI for TBAmud
That's no good :/

Have a read over this : github.com/Xavious/MSDP_Protocol_Handler...ster/INSTALL_TBA.TXT

In particular check that the additions to vwrite_to_output() and process_output() in 'comm.c' are in place.

Maybe go through line by line. It's a nuisance - but well worth it to get rid of that extra line

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27 Nov 2017 23:43 #7171 by WhiskyTest
Replied by WhiskyTest on topic GUI for TBAmud
PS: LuminariMUD is working correctly - I made a movement gauge and it updates from MSDP without extra lines being sent.

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27 Nov 2017 23:58 #7172 by Ornir
Replied by Ornir on topic GUI for TBAmud
You missed me by about 3 mins, I am back online now.

If you create a gauge, then use some of that resource, as it regenerates you get newlines.

I also seem to get it from the ACTIONS variable. Basically when I get data from the mud using MSDP I get newlines.

Thanks for checking!

Luminari - a Pathfinder/D&D inspired adventure!
www.luminarimud.com
luminarimud.com 4100

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30 Nov 2017 11:14 #7179 by Ornir
Replied by Ornir on topic GUI for TBAmud
Hi Whisky,

Thanks for dropping in. As requested, here is my update_msdp_affects() function:
Code:
void update_msdp_affects(struct char_data *ch) { char msdp_buffer[MAX_STRING_LENGTH]; struct affected_type *af, *next; bool first = TRUE; /* MSDP */ msdp_buffer[0] = '\0'; if (ch && ch->desc) { for (af = ch->affected; af; af = next) { char buf[4000]; // Buffer for building the affect table for MSDP next = af->next; sprintf(buf, "%c%c" "%c%s%c%s" "%c%s%c%s" "%c%s%c%d" "%c%s%c%s" "%c%s%c%d" "%c", (char)MSDP_VAL, (char)MSDP_TABLE_OPEN, (char)MSDP_VAR, "NAME", (char)MSDP_VAL, skill_name(af->spell), (char)MSDP_VAR, "LOCATION", (char)MSDP_VAL, apply_types[(int) af->location], (char)MSDP_VAR, "MODIFIER", (char)MSDP_VAL, af->modifier, (char)MSDP_VAR, "TYPE", (char)MSDP_VAL, bonus_types[af->bonus_type], (char)MSDP_VAR, "DURATION", (char)MSDP_VAL, af->duration, (char)MSDP_TABLE_CLOSE); strcat(msdp_buffer, buf); first = FALSE; } MSDPSetArray(ch->desc, eMSDP_AFFECTS, msdp_buffer); MSDPFlush(ch->desc, eMSDP_AFFECTS); } }

This is a deviation from the MSDP standard as I wanted to use additional data and this seemed like the best solution.

How is your GUI coming along?

Luminari - a Pathfinder/D&D inspired adventure!
www.luminarimud.com
luminarimud.com 4100
The following user(s) said Thank You: WhiskyTest

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