/*
DaleMUD v2.0 Released 2/1994
See license.doc for distribution terms. DaleMUD 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);
}
}
}
}