uox3/source/sound.cpp
2023-04-07 11:17:51 -04:00

549 lines
15 KiB
C++

#include "uox3.h"
#include "townregion.h"
#include "cRaces.h"
#include "cServerDefinitions.h"
#include "ssection.h"
#include "cEffects.h"
#include "CPacketSend.h"
#include "regions.h"
#include "strutil.hpp"
using namespace std::string_literals;
cEffects *Effects;
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlaySound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Plays sound effect for player, echo's to all players if allHear is true
//o------------------------------------------------------------------------------------------------o
void cEffects::PlaySound( CSocket *mSock, UI16 soundId, bool allHear )
{
if( mSock == nullptr )
return;
CChar *mChar = mSock->CurrcharObj();
if( !ValidateObject( mChar ))
return;
CPPlaySoundEffect toSend = ( *mChar );
toSend.Model( soundId );
if( allHear )
{
auto nearbyChars = FindNearbyPlayers( mChar );
std::for_each( nearbyChars.begin(), nearbyChars.end(), [&toSend]( CSocket *entry )
{
entry->Send( &toSend );
});
}
mSock->Send( &toSend );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlaySound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Plays sound effect originating from object for all players nearby(default) or originator only
//o------------------------------------------------------------------------------------------------o
void cEffects::PlaySound( CBaseObject *baseObj, UI16 soundId, bool allHear )
{
if( !ValidateObject( baseObj ))
return;
CPPlaySoundEffect toSend = ( *baseObj );
toSend.Model( soundId );
if( allHear )
{
auto nearbyChars = FindPlayersInVisrange( baseObj );
std::for_each( nearbyChars.begin(), nearbyChars.end(), [&toSend]( CSocket *entry )
{
entry->Send( &toSend );
});
}
else
{
if( baseObj->GetObjType() == OT_CHAR )
{
CSocket *mSock = ( static_cast<CChar *>( baseObj ))->GetSocket();
if( mSock != nullptr )
{
mSock->Send( &toSend );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::ItemSound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Play item drop sound based on ID (Gems, Gold, or Default)
//o------------------------------------------------------------------------------------------------o
void cEffects::ItemSound( CSocket *s, CItem *item, bool allHear )
{
UI16 itemId = item->GetId();
if( itemId >= 0x0F0F && itemId <= 0x0F20 ) // Large Gem Stones
{
PlaySound( s, 0x0034, allHear );
}
else if( itemId >= 0x0F21 && itemId <= 0x0F30 ) // Small Gem Stones
{
PlaySound( s, 0x0033, allHear );
}
else if( itemId >= 0x0EEA && itemId <= 0x0EF2 ) // Gold
{
GoldSound( s, item->GetAmount(), allHear );
}
else
{
UI16 effectId = 0x0042;
CBaseObject *getCont = item->GetCont();
if( getCont != nullptr )
{
if( getCont->GetObjType() == OT_ITEM )
{
CItem *iCont = static_cast<CItem *>( getCont );
switch( iCont->GetId() )
{
case 0x0E75: // backpack
case 0x0E76: // leather bag
case 0x0E79: // pouch
case 0x09B0: // pouch
case 0x2AF8: // Shopkeeper buy, sell and sold layers
case 0x2256: // bagball
case 0x2257: // bagball
effectId = 0x0048;
break;
case 0x0E7A: // picnic basket
case 0x24D5: // SE basket
case 0x24D6: // SE basket
case 0x24D9: // SE basket
case 0x24DA: // SE basket
case 0x0990: // basket
case 0x09AC: // bushel
case 0x09B1: // basket
case 0x24D7: // SE basket
case 0x24D8: // SE basket
case 0x24DD: // SE basket
case 0x24DB: // SE basket
case 0x24DC: // SE basket
effectId = 0x004F;
break;
default:
break;
}
}
else
{
effectId = 0x0048;
}
}
PlaySound( s, effectId, allHear );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::GoldSound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Play gold drop sound based on Amount
//o------------------------------------------------------------------------------------------------o
void cEffects::GoldSound( CSocket *s, UI32 goldTotal, bool allHear )
{
if( goldTotal <= 1 )
{
PlaySound( s, 0x0035, allHear );
}
else if( goldTotal < 6 )
{
PlaySound( s, 0x0036, allHear );
}
else
{
PlaySound( s, 0x0037, allHear );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayDeathSound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Send death sound to all sockets in range
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayDeathSound( CChar *i )
{
if( i->GetOrgId() == 0x0191 || i->GetOrgId() == 0x025E || i->GetOrgId() == 0x029B || i->GetOrgId() == 0x00B8 || i->GetOrgId() == 0x00BA || i->GetId() == 0x02EF ) // Female Death (human/elf/gargoyle/savage)
{
UI16 deathSound = 0x0150 + RandomNum( 0, 3 );
PlaySound( i, deathSound );
}
else if( i->GetOrgId() == 0x0190 || i->GetOrgId() == 0x025D || i->GetOrgId() == 0x029A || i->GetOrgId() == 0x00B7 || i->GetOrgId() == 0x00B9 || i->GetOrgId() == 0x02EE ) // Male Death (human/elf/gargoyle/savage)
{
UI16 deathSound = 0x015A + RandomNum( 0, 3 );
PlaySound( i, deathSound );
}
else
{
const UI16 toPlay = cwmWorldState->creatures[i->GetOrgId()].GetSound( SND_DIE );
if( toPlay != 0x00 )
{
Effects->PlaySound( i, toPlay );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMusic()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Plays midi/mp3 in client
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayMusic( CSocket *s, UI16 number )
{
CPPlayMusic toSend( number );
s->Send( &toSend );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayBGSound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Play background sounds based on location
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayBGSound( CSocket& mSock, CChar& mChar )
{
std::vector<CChar *> inRange;
inRange.reserve( 11 );
for( auto &MapArea : MapRegion->PopulateList( &mChar ))
{
if( MapArea )
{
auto regChars = MapArea->GetCharList();
for( const auto &tempChar : regChars->collection() )
{
if( ValidateObject( tempChar ) && !tempChar->IsFree() && ( tempChar->GetInstanceId() == mChar.GetInstanceId() ))
{
if( tempChar->IsNpc() && !tempChar->IsDead() && !tempChar->IsAtWar() && CharInRange(( &mChar ), tempChar ))
{
inRange.push_back( tempChar );
}
if( inRange.size() == 11 )
{
break;
}
}
}
}
}
UI16 basesound = 0;
if( !inRange.empty() )
{
CChar *soundSrc = inRange[RandomNum( static_cast<size_t>( 0 ), inRange.size() - 1 )];
UI16 xx = soundSrc->GetId();
if( cwmWorldState->creatures.find( xx ) == cwmWorldState->creatures.end() )
return;
//Play creature sounds, but add a small chance that they won't, to give players a break every now and then
UI08 soundChance = static_cast<UI08>( RandomNum( static_cast<size_t>( 0 ), inRange.size() + 9 ));
if( soundChance > 5 )
{
basesound = cwmWorldState->creatures[xx].GetSound( SND_IDLE );
if( basesound != 0x00 )
{
CPPlaySoundEffect toSend = ( *soundSrc );
toSend.Model( basesound );
mSock.Send( &toSend );
}
}
}
else // play random mystic-sounds also if no creature is in range
{
if( RandomNum( 0, 3332 ) == 33 )
{
switch( RandomNum( 0, 6 ))
{
case 0: basesound = 595; break; // gnome sound
case 1: basesound = 287; break; // bigfoot 1
case 2: basesound = 288; break; // bigfoot 2
case 3: basesound = 639; break; // old snake sound
case 4: basesound = 179; break; // lion sound
case 5: basesound = 246; break; // mystic
case 6: basesound = 253; break; // mystic II
default: break;
}
if( basesound != 0 )
{
CPPlaySoundEffect toSend = mChar;
toSend.Model( basesound );
mSock.Send( &toSend );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::DoSocketMusic()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play specific midi/mp3
//o------------------------------------------------------------------------------------------------o
auto cEffects::DoSocketMusic( CSocket *s ) -> void
{
// Return if the socket is not valid
if( s == nullptr )
return;
SI32 i = 0;
char musicArray[50];
std::string sect;
CChar *mChar = s->CurrcharObj();
CTownRegion *mReg = nullptr;
// Fetch subregion player is in, if any
auto subRegionNum = mChar->GetSubRegion();
if( subRegionNum != 0 )
{
if( cwmWorldState->townRegions.find( subRegionNum ) != cwmWorldState->townRegions.end() )
{
mReg = cwmWorldState->townRegions[subRegionNum];
}
}
if( mReg == nullptr )
{
// Otherwise, fetch the actual region player is in
mReg = mChar->GetRegion();
if( mReg == nullptr )
return;
}
UI16 musicList = mReg->GetMusicList();
if( musicList != 0 )
{
if( mChar->IsDead() )
{
sect = "MUSICLIST DEATH";
}
else if( mChar->IsAtWar() )
{
sect = "MUSICLIST COMBAT";
}
else
{
sect = std::string( "MUSICLIST " ) + util::ntos( musicList );
}
auto MusicList = FileLookup->FindEntry( sect, regions_def );
if( MusicList )
{
for( const auto &sec : MusicList->collection() )
{
if( util::upper( sec->tag ) == "MUSIC" )
{
musicArray[i++] = static_cast<SI08>( std::stoi( sec->data, nullptr, 0 ));
}
}
if( i != 0 )
{
i = RandomNum( 0, i - 1 );
PlayMusic( s, musicArray[i] );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayTileSound()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Play a sound based on the tile character is on
//o------------------------------------------------------------------------------------------------o
auto cEffects::PlayTileSound( CChar *mChar, CSocket *mSock ) -> void
{
if( !ValidateObject( mChar ))
return;
if( mChar->GetVisible() != VT_VISIBLE || ( mChar->IsGM() || mChar->IsCounselor() ))
return;
if( mChar->IsFlying() ) // No footstep sounds for flying gargoyles
return;
enum TileType
{
TT_NORMAL = 0,
TT_WATER,
TT_STONE,
TT_OTHER,
TT_WOODEN,
TT_GRASS
};
TileType tileType = TT_NORMAL;
bool onHorse = mChar->IsOnHorse();
bool isRunning = ( mChar->GetRunning() > 0 );
auto artwork = Map->ArtAt( mChar->GetX(), mChar->GetY(), mChar->WorldNumber() );
std::sort( artwork.begin(), artwork.end(), []( const Tile_st &lhs, const Tile_st &rhs )
{
return ( lhs.altitude + lhs.artInfo->Height() ) < ( rhs.altitude + rhs.artInfo->Height() );
});
// now find the static that works for us
// start from the bottom of the vector, as we want the first one that is below us
auto alt = mChar->GetZ(); // so we dont keep calling it
auto iter = std::find_if( artwork.rbegin(), artwork.rend(), [alt]( const Tile_st &value )
{
return alt >= ( value.altitude + value.artInfo->Height() );
});
if( iter != artwork.rend() )
{
if( iter->artInfo->CheckFlag( TF_WET ))
{
tileType = TT_WATER;
}
if( iter->artInfo->CheckFlag( TF_SURFACE) || iter->artInfo->CheckFlag( TF_CLIMBABLE ))
{
auto pos = iter->artInfo->Name().find( "wood" );
if( pos != std::string::npos )
{
tileType = TT_WOODEN;
}
else
{
pos = iter->artInfo->Name().find( "ston" );
if( pos != std::string::npos )
{
tileType = TT_STONE;
}
else
{
pos = iter->artInfo->Name().find( "gras" );
if( pos != std::string::npos )
{
tileType = TT_GRASS;
}
}
}
}
}
UI16 soundId = 0;
switch( mChar->GetStep() ) // change step info
{
case 0:
if(( !isRunning && !onHorse) || ( isRunning && onHorse ))
{
mChar->SetStep( 1 ); // step 2
}
else if( isRunning || ( !isRunning && onHorse ))
{
mChar->SetStep( 2 ); // Running step 2
}
switch( tileType )
{
case TT_NORMAL:
if( onHorse )
{
if( isRunning )
{
soundId = 0x012A;
}
else
{
soundId = 0x024C;
}
}
else
{
soundId = 0x012B;
}
break;
case TT_WATER: // water
break;
case TT_STONE: // stone
soundId = 0x0130;
break;
case TT_WOODEN: // wooden
soundId = 0x0123;
break;
case TT_OTHER: // other
[[fallthrough]];
case TT_GRASS: // grass
soundId = 0x012D;
break;
}
break;
case 1:
if( !isRunning || ( isRunning && onHorse ))
{
mChar->SetStep( 0 ); // step 1
}
else if( isRunning || ( !isRunning && onHorse ))
{
mChar->SetStep( 3 ); // Running step 4
}
switch( tileType )
{
case TT_NORMAL:
if( onHorse )
{
if( isRunning )
{
soundId = 0x0129;
}
else
{
soundId = 0x024B;
}
}
else
{
soundId = 0x012C;
}
break;
case TT_WATER: // water
break;
case TT_STONE: // stone
soundId = 0x012F;
break;
case TT_WOODEN: // wooden
soundId = 0x0122;
break;
case TT_OTHER: // other
[[fallthrough]];
case TT_GRASS: // grass
soundId = 0x012E;
break;
}
break;
case 2:
mChar->SetStep( 1 ); // Running step 3
break;
case 3:
mChar->SetStep( 0 ); // Running step 0
break;
default:
mChar->SetStep( 1 ); // pause
break;
}
if( soundId ) // if we have a valid sound
{
if( mSock == nullptr && ValidateObject( mChar ))
{
// It's an NPC!
auto nearbyChars = FindNearbyPlayers( mChar );
std::for_each( nearbyChars.begin(), nearbyChars.end(), [soundId, this]( CSocket *entry )
{
PlaySound( entry, soundId, false );
});
return;
}
else
{
// It's a player!
PlaySound( mSock, soundId, true );
}
}
}