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)); } }
static int ObjNoise(struct obj_data *obj,struct char_data *ch, int pulse) { int room; if (!obj->action_description) return(0); if (!ITEM_TYPE(obj,ITEM_AUDIO)) return(0); 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); MakeNoise(room, obj->action_description, obj->action_description); return(1); } return(0); }
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); } } } }