I made a separate function that gets rid of the 0 is an npcs name when it is needed. I made added this because I didnt really like the way it was displaying the npc's name. Useful for quests and such that you dont want the name to be Priest of Discord0 says. blah blah blah.... anyways here it is:
Add the following to entity.h:
Code:
void NPCMessage(Mob* sender, bool skipsender, float dist, int32 type, const char* message, ...);
Add this to entity.cpp:
Code:
void EntityList::NPCMessage(Mob* sender, bool skipsender, float dist, int32 type, const char* message, ...) {
va_list argptr;
char buffer[4096];
char *findzero;
int stripzero;
va_start(argptr, message);
vsnprintf(buffer, 4095, message, argptr);
va_end(argptr);
findzero = strstr( buffer, "0" );
stripzero = (int)(findzero - buffer + 2);
if (stripzero > 2) //Incase its not an npc, you dont want to crash the zone
strncpy(buffer + stripzero," ",1);
float dist2 = dist * dist; //pow(dist, 2);
LinkedListIterator<Entity*> iterator(list);
cout << "Message:" << buffer << endl;
if (dist2==0) { //If 0 then send to the whole zone
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->IsClient())
{
Client* client = iterator.GetData()->CastToClient();
client->Message(type, buffer);
}
iterator.Advance();
}
}
else {
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->IsClient() && iterator.GetData()->CastToClient()->DistNoRoot(sender) <= dist2 && (!skipsender || iterator.GetData() != sender)) {
iterator.GetData()->CastToClient()->Message(type, buffer);
}
iterator.Advance();
}
}
}
after you do that just call this function instead of MessageClose or Message. IE in Wesquest.cpp change:
Code:
else if (strstr(command,"SAY") != NULL) {
entity_list.MessageClose(this, false, 400, 0, "%s says, '%s'", other->GetName(), nmessage);
ps = true;
}
to:
Code:
else if (strstr(command,"SAY") != NULL) {
entity_list.NPCMessage(this, false, 400, 0, "%s says, '%s'", other->GetName(), nmessage);
ps = true;
}
This will cause strip the 0 from the end of the npcs name.
Another example, change:
Code:
else if (strstr(command,"SHOUT") != NULL) {
entity_list.Message(0, 0, "%s shouts, '%s'", other->GetName(), nmessage);
ps = true;
}
to:
Code:
else if (strstr(command,"SHOUT") != NULL) {
entity_list.NPCMessage(this,false,0,13, "%s shouts, '%s'", other->GetName(), nmessage);
ps = true;
}
The 0 in this is what makes this displayed to the whole zone. (Substitute a 0 in for the distance variable to send to the zone). Hope this helps someone. :P -LethalEncounter