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Comparing deliantra/server/common/map.C (file contents):
Revision 1.127 by root, Fri Sep 7 18:03:31 2007 UTC vs.
Revision 1.153 by root, Tue Dec 23 06:58:23 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
166 } 165 }
167 return 0; 166 return 0;
168} 167}
169 168
170/* 169/*
171 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
176 * 175 *
177 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
178 * 177 *
179 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
191 * 190 *
192 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
194 * against the move_block values. 193 * against the move_block values.
195 */ 194 */
196int 195bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
198{ 197{
199 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
213 201
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 202 if (!pos.normalise ())
215 { 203 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 204
218 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 206
220 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 208 return 1;
222 209
223 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
224 211 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 213 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 215 continue;
232 216
233 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
235 */ 219 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
237 return P_NO_PASS; 221 return 1;
238 } 222 }
239 223
240 return 0; 224 return 0;
241} 225}
242 226
260 244
261 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
262 tmp = next; 246 tmp = next;
263 } 247 }
264 248
265 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
266 * carrying. 250 //TODO: remove
267 */ 251 container->update_weight ();
268 sum_weight (container);
269} 252}
270 253
271void 254void
272maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
273{ 256{
275 return; 258 return;
276 259
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
280} 276}
281 277
282/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
322bool 318bool
323maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
324{ 320{
325 for (;;) 321 for (;;)
326 { 322 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
328 324
329 switch (f.kw) 325 switch (f.kw)
330 { 326 {
331 case KW_arch: 327 case KW_arch:
332 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
333 { 329 {
330 // TODO: why?
334 if (op->inv) 331 if (op->inv)
335 sum_weight (op); 332 op->update_weight ();
336 333
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
338 } 360 }
339 361
340 continue; 362 continue;
341 363
342 case KW_EOF: 364 case KW_EOF:
632 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
633 655
634 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
637 660
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 663
641 // old names new names 664 // old names new names
691 714
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1; 716 unique = 1;
694 717
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 719 op->destroy ();
699 }
700 720
701 op = above; 721 op = above;
702 } 722 }
703 } 723 }
704} 724}
715 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
721 742
722 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
723 744
724 if (shopitems) 745 if (shopitems)
789 if (ms->bot = op->above) 810 if (ms->bot = op->above)
790 ms->bot->below = 0; 811 ms->bot->below = 0;
791 812
792 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
793 814
815 object *head = op->head_ ();
794 if (op == op->head_ ()) 816 if (op == head)
817 op->destroy ();
818 else if (head->map != op->map)
795 { 819 {
796 op->destroy_inv (false); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 op->destroy (); 821 head->destroy ();
798 } 822 }
799 } 823 }
800 824
801 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
802 } 826 }
803 827
804 if (buttons) 828 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
806 830
807 sfree (regions, size ()); regions = 0; 831 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0; 832 delete [] regionmap; regionmap = 0;
809} 833}
810 834
811void 835void
812maptile::clear_header () 836maptile::clear_header ()
941/* 965/*
942 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
943 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
944 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
945 * 969 *
946 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
947 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
948 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
949 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
950 */ 974 */
951int 975int
952maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
953{ 977{
954 long monster_cnt = 0; 978 long monster_cnt = 0;
966 990
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
968 { 992 {
969 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
970 994
971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
972 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
973
974 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
975 } 1006 }
976 } 1007 }
977 1008
978 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
979 1010
1018 else 1049 else
1019 darkness = new_level; 1050 darkness = new_level;
1020 1051
1021 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1022 update_all_map_los (this); 1053 update_all_map_los (this);
1054
1023 return 1; 1055 return 1;
1024} 1056}
1025 1057
1026/* 1058/*
1027 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1030 * through, etc) 1062 * through, etc)
1031 */ 1063 */
1032void 1064void
1033mapspace::update_ () 1065mapspace::update_ ()
1034{ 1066{
1035 object *tmp, *last = 0; 1067 object *last = 0;
1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1038 1071
1039 //object *middle = 0; 1072 //object *middle = 0;
1040 //object *top = 0; 1073 //object *top = 0;
1041 //object *floor = 0; 1074 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1075 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1076 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1046 1079
1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1081 {
1049 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1050 * one). But if so, it shouldn't be a simple additive - 2
1051 * light bulbs do not illuminate twice as far as once since
1052 * it is a dissapation factor that is cubed.
1053 */
1054 if (tmp->glow_radius > light)
1055 light = tmp->glow_radius; 1083 light += tmp->glow_radius;
1056 1084
1057 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1058 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1059 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1060 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1080 { 1108 {
1081 middle = tmp; 1109 middle = tmp;
1082 anywhere = 1; 1110 anywhere = 1;
1083 } 1111 }
1112
1084 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1085 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1086 * top 1115 * top
1087 */ 1116 */
1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 } 1139 }
1111 1140
1112 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1142 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1144 this->move_on = move_on;
1116 this->move_off = move_off; 1145 this->move_off = move_off;
1117 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1137 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1140 */ 1169 */
1141 1170
1142 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
1143 { 1172 {
1144 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146 break; 1175 break;
1147 1176
1205maptile::tile_available (int dir, bool load) 1234maptile::tile_available (int dir, bool load)
1206{ 1235{
1207 if (!tile_path[dir]) 1236 if (!tile_path[dir])
1208 return 0; 1237 return 0;
1209 1238
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211 return 1; 1240 return 1;
1212 1241
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1; 1243 return 1;
1215 1244
1550} 1579}
1551 1580
1552object * 1581object *
1553maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1554{ 1583{
1555 if (!op->flag [FLAG_REMOVED])
1556 op->remove ();
1557
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559} 1585}
1560 1586
1561region * 1587region *
1562maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1572 1598
1573 return ::region::default_region (); 1599 return ::region::default_region ();
1574} 1600}
1575 1601
1576/* picks a random object from a style map. 1602/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */ 1603 */
1580object * 1604object *
1581maptile::pick_random_object () const 1605maptile::pick_random_object (rand_gen &gen) const
1582{ 1606{
1583 /* while returning a null object will result in a crash, that 1607 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because 1608 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash. 1609 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make 1610 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me. 1611 * any difference, but this seems clearer to me.
1588 */ 1612 */
1589 for (int i = 1000; --i;) 1613 for (int i = 1000; --i;)
1590 { 1614 {
1591 object *pick = at (rndm (width), rndm (height)).bot; 1615 object *pick = at (gen (width), gen (height)).bot;
1592 1616
1593 // do not prefer big monsters just because they are big. 1617 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick) 1618 if (pick && pick->is_head ())
1595 return pick->head_ (); 1619 return pick->head_ ();
1596 } 1620 }
1597 1621
1598 // instead of crashing in the unlikely(?) case, try to return *something* 1622 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked"); 1623 return archetype::find ("bug");
1600} 1624}
1601 1625
1602void 1626void
1603maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1604{ 1628{
1605 if (!sound) 1629 if (!sound)
1606 return; 1630 return;
1607 1631
1608 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1611 { 1634 {
1612 int dx = x - pl->observe->x; 1635 int dx = x - pl->ob->x;
1613 int dy = y - pl->observe->y; 1636 int dy = y - pl->ob->y;
1614 1637
1615 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1616 1639
1617 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1619 } 1642 }
1620} 1643}
1621 1644

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