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); } } } } } +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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