void GameState::sayAround(Actor *obj, const std::string &text) { Point speakerPosition = obj->getPosition(); int visualRange = Configuration::getValue("game_visualRange", 448); for (CharacterIterator i(obj->getMap()->getAroundActorIterator(obj, visualRange)); i; ++i) { if (speakerPosition.inRangeOf((*i)->getPosition(), visualRange)) { sayTo(*i, obj, text); } } }
void GameState::sayAround(Entity *entity, const std::string &text) { Point speakerPosition = entity->getComponent<ActorComponent>()->getPosition(); int visualRange = Configuration::getValue("game_visualRange", 448); for (CharacterIterator i(entity->getMap()->getAroundActorIterator(entity, visualRange)); i; ++i) { const Point &point = (*i)->getComponent<ActorComponent>()->getPosition(); if (speakerPosition.inRangeOf(point, visualRange)) { sayTo(*i, entity, text); } } }