Crossfire Server, Trunk
|
#include "global.h"
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "sounds.h"
#include "sproto.h"
Go to the source code of this file.
Macros | |
#define | MAX_SOUND_DISTANCE 10 |
#define | POW2(x) ((x)*(x)) |
Functions | |
static char const * | pick_bg_music (mapstruct *map) |
void | play_sound_map (int8_t sound_type, object *emitter, int dir, const char *action) |
void | play_sound_player_only (player *pl, int8_t sound_type, object *emitter, int dir, const char *action) |
void | player_update_bg_music (object *player) |
void | send_background_music (player *pl, const char *music) |
#define MAX_SOUND_DISTANCE 10 |
Maximum distance a player may hear a sound from. This is only used for new client/server sound. If the sound source on the map is farther away than this, we don't sent it to the client.
Definition at line 35 of file sounds.cpp.
#define POW2 | ( | x | ) | ((x)*(x)) |
Definition at line 100 of file sounds.cpp.
|
static |
Definition at line 163 of file sounds.cpp.
References get_name_of_region_for_map(), and disinfect::map.
Referenced by player_update_bg_music().
void play_sound_map | ( | int8_t | sound_type, |
object * | emitter, | ||
int | dir, | ||
const char * | action | ||
) |
Plays a sound on a map.
sound_type | sound type, see the sound types. |
emitter | object emitting the sound. Must be on a map. |
dir | direction the sound is moving. |
action | sound name to play. |
Definition at line 113 of file sounds.cpp.
References convert::action, object::env, first_player, ihypot(), object::map, MAX_SOUND_DISTANCE, altar_valkyrie::pl, play_sound_player_only(), RANDOM, object::sound_chance, object::x, and object::y.
Referenced by apply_by_living(), attack_message(), attack_ob_simple(), button_type_move_on(), cast_spell(), cf_handle_type_apply(), fire_bow(), food_type_apply(), gate_type_process(), hole_type_move_on(), kill_object(), move_ob(), move_player_attack(), player_attack_door(), polymorph_melt(), potion_type_apply(), recharge(), save_life(), trapdoor_type_move_on(), and trigger_type_apply().
void play_sound_player_only | ( | player * | pl, |
int8_t | sound_type, | ||
object * | emitter, | ||
int | dir, | ||
const char * | action | ||
) |
Plays a sound for specified player only.
pl | player to play sound to. |
sound_type | sound type, see the sound types. |
emitter | object emitting a sound. |
dir | direction the sound is moving into. |
action | sound name to play. |
Definition at line 51 of file sounds.cpp.
References convert::action, object::arch, archetype::clone, object::env, EXIT, FABS, object::map, MAX_SOUNDS_TICK, MIN, give::name, object::name, altar_valkyrie::pl, PLAYER, object::race, Send_With_Handling(), SND_EFFECTS, SND_MUTE, SockList_AddChar(), SockList_AddLen8Data(), SockList_AddString(), SockList_Init(), SockList_Term(), sstring, object::type, object::x, and object::y.
Referenced by apply_manual(), cast_spell(), clock_type_apply(), do_learn_spell(), fire_misc_object(), kill_player(), play_sound_map(), poison_type_apply(), and spellbook_type_apply().
void player_update_bg_music | ( | object * | player | ) |
Definition at line 170 of file sounds.cpp.
References pick_bg_music(), PLAYER, and send_background_music().
Referenced by dimension_door(), do_follow(), object_teleport(), player_map_change_common(), teleport(), and transfer_ob().
void send_background_music | ( | player * | pl, |
const char * | music | ||
) |
Sends background music to client.
pl | player |
music | background music name. Can be NULL. |
Definition at line 150 of file sounds.cpp.
References altar_valkyrie::pl, Send_With_Handling(), SND_MUSIC, SND_MUTE, SockList_AddString(), SockList_Init(), and SockList_Term().
Referenced by player_update_bg_music().