Hey, I used the portal snippit from the circlemud ftp site and, for the
life of me I can't make my portals decay with the point_update insert.
If anyone here can look at it and let me know what I am missing, i would
appreciate it.
Thanks hope I didn't send too much of the code.
Jimmy
/* Update PCs, NPCs, and objects */
void point_update(void)
{
void update_char_objects(struct char_data * ch); /* handler.c */
void extract_obj(struct obj_data * obj); /* handler.c */
struct char_data *i, *next_char;
struct obj_data *j, *next_thing, *jj, *next_thing2;
/* characters */
for (i = character_list; i; i = next_char) {
next_char = i->next;
gain_condition(i, FULL, -1);
gain_condition(i, DRUNK, -1);
gain_condition(i, THIRST, -1);
if (GET_POS(i) >= POS_STUNNED) {
GET_HIT(i) = MIN(GET_HIT(i) + hit_gain(i), GET_MAX_HIT(i));
GET_MANA(i) = MIN(GET_MANA(i) + mana_gain(i), GET_MAX_MANA(i));
GET_MOVE(i) = MIN(GET_MOVE(i) + move_gain(i), GET_MAX_MOVE(i));
if (IS_AFFECTED(i, AFF_POISON))
damage(i, i, 2, SPELL_POISON);
if (GET_POS(i) <= POS_STUNNED)
update_pos(i);
} else if (GET_POS(i) == POS_INCAP)
damage(i, i, 1, TYPE_SUFFERING);
else if (GET_POS(i) == POS_MORTALLYW)
damage(i, i, 2, TYPE_SUFFERING);
if (!IS_NPC(i)) {
update_char_objects(i);
if (GET_LEVEL(i) < LVL_GOD)
check_idling(i);
}
}
/* objects */
for (j = object_list; j; j = next_thing) {
next_thing = j->next; /* Next in object list */
/* If this is a corpse */
if ((GET_OBJ_TYPE(j) == ITEM_CONTAINER) && GET_OBJ_VAL(j, 3)) {
/* timer count down */
if (GET_OBJ_TIMER(j) > 0)
GET_OBJ_TIMER(j)--;
if (!GET_OBJ_TIMER(j)) {
if (j->carried_by)
act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR);
else if ((j->in_room != NOWHERE) && (world[j->in_room].people)) {
act("A quivering horde of maggots consumes $p.",
TRUE, world[j->in_room].people, j, 0, TO_ROOM);
act("A quivering horde of maggots consumes $p.",
TRUE, world[j->in_room].people, j, 0, TO_CHAR);
}
for (jj = j->contains; jj; jj = next_thing2) {
next_thing2 = jj->next_content; /* Next in inventory */
obj_from_obj(jj);
if (j->in_obj)
obj_to_obj(jj, j->in_obj);
else if (j->carried_by)
obj_to_room(jj, j->carried_by->in_room);
else if (j->in_room != NOWHERE)
obj_to_room(jj, j->in_room);
else
assert(FALSE);
}
extract_obj(j);
}
if (GET_OBJ_VNUM(j) == 31)
{
if (GET_OBJ_VAL(j,0) > 0)
GET_OBJ_VAL(j,0)--;
if (GET_OBJ_VAL(j,0) == 1)
{
if ((j->in_room != NOWHERE) &&(world[j->in_room].people)) {
act("$p starts to fade!",
FALSE, world[j->in_room].people, j, 0, TO_ROOM);
act("$p starts to fade!",
FALSE, world[j->in_room].people, j, 0, TO_CHAR);
}
}
if (GET_OBJ_VAL(j,0) == 0)
{
if ((j->in_room != NOWHERE) &&(world[j->in_room].people)) {
act("$p vanishes in a cloud of smoke!",
FALSE, world[j->in_room].people, j, 0, TO_ROOM);
act("$p vanishes in a cloud of smoke!",
FALSE, world[j->in_room].people, j, 0, TO_CHAR);
}
extract_obj(j);
}
}
}
}
}
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