Crossfire Server, Trunk
sounds.cpp
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
21 #include "global.h"
22 
23 #include <assert.h>
24 #include <stdlib.h>
25 #include <string.h>
26 
27 #include "sounds.h"
28 #include "sproto.h"
29 
35 #define MAX_SOUND_DISTANCE 10
36 
51 void play_sound_player_only(player *pl, int8_t sound_type, object *emitter, int dir, const char *action) {
52  SockList sl;
53  int volume = 50;
54  sstring name;
55  object *source;
56 
58  return;
60  return;
61  if (!emitter->map && !(emitter->env && emitter->env->map))
62  return;
63 
64  source = emitter->map ? emitter : emitter->env;
65 
66  // Approximate the distance to the emitter from the source
67  int dx = FABS(source->x-pl->ob->x),
68  dy = FABS(source->y-pl->ob->y);
69  int distance = (MIN(dx, dy) * 3 + FABS(dx-dy) * 2) / 2;
70  // Make the sound dissipation more gradual.
71  distance >>= 1;
72  // Downscale the volume by distance
73  volume = distance ? volume / distance : volume;
74 
76 
77  name = emitter->name;
78  if (emitter->type == PLAYER) {
79  name = emitter->race;
80  } else if (emitter->type == EXIT) {
81  name = emitter->arch->clone.name; /* The name may be custom, so use generic exit name */
82  }
83  if (name == NULL) {
84  return;
85  }
86 
87  SockList_Init(&sl);
88  SockList_AddString(&sl, "sound2 ");
89  SockList_AddChar(&sl, (int8_t)(source->x-pl->ob->x));
90  SockList_AddChar(&sl, (int8_t)(source->y-pl->ob->y));
91  SockList_AddChar(&sl, dir);
92  SockList_AddChar(&sl, volume);
93  SockList_AddChar(&sl, sound_type);
94  SockList_AddLen8Data(&sl, action, strlen(action));
95  SockList_AddLen8Data(&sl, name, strlen(name));
97  SockList_Term(&sl);
98 }
99 
100 #define POW2(x) ((x)*(x))
101 
113 void play_sound_map(int8_t sound_type, object *emitter, int dir, const char *action) {
114  player *pl;
115  object *source;
116 
117  if (!emitter->map && !(emitter->env && emitter->env->map))
118  return;
119 
120  source = emitter->map ? emitter : emitter->env;
121 
122  for (pl = first_player; pl; pl = pl->next) {
123  if (pl->ob->map == emitter->map) {
124  int distance = isqrt(POW2(pl->ob->x-source->x)+POW2(pl->ob->y-source->y));
125 
126  if (distance <= MAX_SOUND_DISTANCE) {
127  play_sound_player_only(pl, sound_type, emitter, dir, action);
128  }
129  }
130  }
131 }
132 
141 void send_background_music(player *pl, const char *music) {
142  SockList sl;
143 
144  if (pl->socket->sound&SND_MUTE || !(pl->socket->sound&SND_MUSIC))
145  return;
146 
147  SockList_Init(&sl);
148  SockList_AddString(&sl, "music ");
149  SockList_AddString(&sl, music == NULL ? "NONE" : music);
151  SockList_Term(&sl);
152 }
153 
154 static char const* pick_bg_music(mapstruct *map) {
155  if (map->background_music != NULL) {
156  return map->background_music;
157  }
159 }
160 
162  assert(player->contr);
163  assert(player->type == PLAYER);
165 }
166 
PLAYER
@ PLAYER
Definition: object.h:110
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const char * get_name_of_region_for_map(const mapstruct *m)
Definition: region.cpp:92
global.h
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Definition: init.cpp:106
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Definition: sounds.cpp:161
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#define FABS(x)
Definition: define.h:22
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Definition: object.h:303
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Definition: object.h:324
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Definition: newserver.h:111
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Definition: lowlevel.cpp:154
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Definition: compat.h:21
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Definition: player.h:176
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Definition: sounds.cpp:35
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Definition: sounds.cpp:113
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Definition: sounds.h:12
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Definition: player.h:106
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Definition: disinfect.py:4
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Definition: object.h:317
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Definition: lowlevel.cpp:103
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Definition: convert.py:25
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Definition: utils.cpp:569
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Definition: object.h:333
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Definition: sounds.h:16
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Definition: sounds.cpp:141
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Definition: global.h:43
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Definition: object.h:299
sproto.h
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Definition: sounds.h:14
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Definition: map.h:317
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Definition: lowlevel.cpp:52
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Definition: lowlevel.cpp:62
EXIT
@ EXIT
Definition: object.h:184
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Definition: object.h:333
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Definition: newserver.h:121
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Definition: object.h:420
sounds.h
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Definition: object.h:346
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Definition: object.h:476
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#define POW2(x)
Definition: sounds.cpp:100
SND_MUSIC
#define SND_MUSIC
Definition: sounds.h:13
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Definition: lowlevel.cpp:176
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void play_sound_player_only(player *pl, int8_t sound_type, object *emitter, int dir, const char *action)
Definition: sounds.cpp:51
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Definition: sounds.cpp:154
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Definition: player.h:107
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Definition: altar_valkyrie.py:28
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Definition: lowlevel.cpp:444
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Definition: give.py:27