/* SillyMUD Distribution V1.1b (c) 1993 SillyMUD Developement See license.doc for distribution terms. SillyMUD is based on DIKUMUD */ #include <stdio.h> #include <string.h> #include "protos.h" /* extern variables */ extern struct obj_data *object_list; extern struct char_data *character_list; int RecGetObjRoom(struct obj_data *obj) { if (obj->in_room != NOWHERE) { return(obj->in_room); } if (obj->carried_by) { return(obj->carried_by->in_room); } if (obj->equipped_by) { return(obj->equipped_by->in_room); } if (obj->in_obj) { return(RecGetObjRoom(obj->in_obj)); } } void MakeNoise(int room, char *local_snd, char *distant_snd) { int door; struct char_data *ch; struct room_data *rp, *orp; rp = real_roomp(room); if (rp) { for (ch = rp->people; ch; ch = ch->next_in_room) { if (!IS_NPC(ch) && (!IS_AFFECTED(ch, AFF_SILENCE))) { send_to_char(local_snd, ch); } } for (door = 0; door <= 5; door++) { if (rp->dir_option[door] && (orp = real_roomp(rp->dir_option[door]->to_room)) ) { for (ch = orp->people; ch; ch = ch->next_in_room) { if (!IS_NPC(ch) && (!IS_SET(ch->specials.act, PLR_DEAF)) && (!IS_AFFECTED(ch, AFF_SILENCE))) { send_to_char(distant_snd, ch); } } } } } } MakeSound(int pulse) { int room; char buffer[128]; struct obj_data *obj; struct char_data *ch; /* * objects */ for (obj = object_list; obj; obj = obj->next) { if (ITEM_TYPE(obj) == ITEM_AUDIO) { if (((obj->obj_flags.value[0]) && (pulse % obj->obj_flags.value[0])==0) || (!number(0,5))) { if (obj->carried_by) { room = obj->carried_by->in_room; } else if (obj->equipped_by) { room = obj->equipped_by->in_room; } else if (obj->in_room != NOWHERE) { room = obj->in_room; } else { room = RecGetObjRoom(obj); } /* * broadcast to room */ if (obj->action_description) { MakeNoise(room, obj->action_description, obj->action_description); } } } } /* * mobiles */ for (ch = character_list; ch; ch = ch->next) { if (IS_NPC(ch) && (ch->player.sounds) && (number(0,5)==0)) { if (ch->specials.default_pos > POSITION_SLEEPING) { if (GET_POS(ch) > POSITION_SLEEPING) { /* * Make the sound; */ MakeNoise(ch->in_room, ch->player.sounds, ch->player.distant_snds); } else if (GET_POS(ch) == POSITION_SLEEPING) { /* * snore */ sprintf(buffer, "%s snores loudly.\n\r", ch->player.short_descr); MakeNoise(ch->in_room, buffer, "You hear a loud snore nearby.\n\r"); } } else if (GET_POS(ch) == ch->specials.default_pos) { /* * Make the sound */ MakeNoise(ch->in_room, ch->player.sounds, ch->player.distant_snds); } } } }