mirror of
https://github.com/UOX3DevTeam/UOX3
synced 2026-08-13 12:27:04 -04:00
Fixed an issue with DoTempEffect JS function which prevented compilation on macOS (and potentially had unintended consequences) Cleaned up a warning in sound.cpp Added a bunch of additional door IDs to js/item/doors.js and dfndata/harditems/harditems.dfn Fixed a few issues with various dictionary files
463 lines
14 KiB
C++
463 lines
14 KiB
C++
#include "uox3.h"
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#include "townregion.h"
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#include "cRaces.h"
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#include "cServerDefinitions.h"
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#include "ssection.h"
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#include "cEffects.h"
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#include "CPacketSend.h"
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#include "regions.h"
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cEffects *Effects;
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void PlaySound( CSocket *mSock, UI16 soundID, bool allHear )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Plays sound effect for player, echo's to all players if allHear is true
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::PlaySound( CSocket *mSock, UI16 soundID, bool allHear )
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{
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if( mSock == nullptr )
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return;
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CChar *mChar = mSock->CurrcharObj();
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if( !ValidateObject( mChar ) )
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return;
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CPPlaySoundEffect toSend = (*mChar);
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toSend.Model( soundID );
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if( allHear )
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{
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SOCKLIST nearbyChars = FindNearbyPlayers( mChar );
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for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
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{
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(*cIter)->Send( &toSend );
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}
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}
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mSock->Send( &toSend );
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void PlaySound( CBaseObject *baseObj, UI16 soundID, bool allHear )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Plays sound effect originating from object for all players nearby(default) or originator only
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::PlaySound( CBaseObject *baseObj, UI16 soundID, bool allHear )
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{
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if( !ValidateObject( baseObj ) )
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return;
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CPPlaySoundEffect toSend = (*baseObj);
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toSend.Model( soundID );
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if( allHear )
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{
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SOCKLIST nearbyChars = FindPlayersInVisrange( baseObj );
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for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
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{
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(*cIter)->Send( &toSend );
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}
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}
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else
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{
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if( baseObj->GetObjType() == OT_CHAR )
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{
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CSocket *mSock = (static_cast<CChar *>(baseObj))->GetSocket();
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if( mSock != nullptr )
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mSock->Send( &toSend );
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void itemSound( CSocket *s, CItem *item, bool allHear )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Play item drop sound based on ID (Gems, Gold, or Default)
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::itemSound( CSocket *s, CItem *item, bool allHear )
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{
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UI16 itemID = item->GetID();
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if( itemID >= 0x0F0F && itemID <= 0x0F20 ) // Large Gem Stones
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PlaySound( s, 0x0034, allHear );
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else if( itemID >= 0x0F21 && itemID <= 0x0F30 ) // Small Gem Stones
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PlaySound( s, 0x0033, allHear );
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else if( itemID >= 0x0EEA && itemID <= 0x0EF2 ) // Gold
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goldSound( s, item->GetAmount(), allHear );
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else
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{
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UI16 effectID = 0x0042;
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CBaseObject *getCont = item->GetCont();
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if( getCont != nullptr )
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{
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if( getCont->GetObjType() == OT_ITEM )
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{
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CItem *iCont = static_cast<CItem *>(getCont);
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switch( iCont->GetID() )
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{
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case 0x0E75: // backpack
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case 0x0E76: // leather bag
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case 0x0E79: // pouch
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case 0x09B0: // pouch
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case 0x2AF8: // Shopkeeper buy, sell and sold layers
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case 0x2256: // bagball
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case 0x2257: // bagball
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effectID = 0x0048;
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break;
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case 0x0E7A: // picnic basket
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case 0x24D5: // SE basket
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case 0x24D6: // SE basket
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case 0x24D9: // SE basket
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case 0x24DA: // SE basket
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case 0x0990: // basket
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case 0x09AC: // bushel
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case 0x09B1: // basket
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case 0x24D7: // SE basket
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case 0x24D8: // SE basket
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case 0x24DD: // SE basket
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case 0x24DB: // SE basket
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case 0x24DC: // SE basket
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effectID = 0x004F;
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break;
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}
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}
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else
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effectID = 0x0048;
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}
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PlaySound( s, effectID, allHear );
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void goldSound( CSocket *s, UI32 goldtotal, bool allHear )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Play gold drop sound based on Amount
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::goldSound( CSocket *s, UI32 goldtotal, bool allHear )
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{
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if( goldtotal <= 1 )
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PlaySound( s, 0x0035, allHear );
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else if( goldtotal < 6 )
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PlaySound( s, 0x0036, allHear );
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else
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PlaySound( s, 0x0037, allHear );
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void playDeathSound( CChar *i )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Send death sound to all sockets in range
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::playDeathSound( CChar *i )
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{
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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)
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{
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UI16 deathSound = 0x0150 + RandomNum( 0, 3 );
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PlaySound( i, deathSound );
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}
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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)
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{
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UI16 deathSound = 0x015A + RandomNum( 0, 3 );
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PlaySound( i, deathSound );
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}
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else
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{
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const UI16 toPlay = cwmWorldState->creatures[i->GetOrgID()].GetSound( SND_DIE );
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if( toPlay != 0x00 )
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Effects->PlaySound( i, toPlay );
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void playMusic( CSocket *s, UI16 number )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Plays midi/mp3 in client
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::playMusic( CSocket *s, UI16 number )
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{
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CPPlayMusic toSend( number );
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s->Send( &toSend );
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void PlayBGSound( CSocket& mSock, CChar& mChar )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Play background sounds based on location
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::PlayBGSound( CSocket& mSock, CChar& mChar )
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{
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std::vector< CChar * > inrange;
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inrange.reserve( 11 );
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REGIONLIST nearbyRegions = MapRegion->PopulateList( (&mChar) );
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for( REGIONLIST_CITERATOR rIter = nearbyRegions.begin(); rIter != nearbyRegions.end(); ++rIter )
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{
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CMapRegion *MapArea = (*rIter);
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if( MapArea == nullptr ) // no valid region
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continue;
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GenericList< CChar * > *regChars = MapArea->GetCharList();
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regChars->Push();
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for( CChar *tempChar = regChars->First(); !regChars->Finished(); tempChar = regChars->Next() )
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{
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if( !ValidateObject( tempChar ) || tempChar->isFree() || tempChar->GetInstanceID() != mChar.GetInstanceID() )
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continue;
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if( tempChar->IsNpc() && !tempChar->IsDead() && !tempChar->IsAtWar() && charInRange( (&mChar), tempChar ) )
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inrange.push_back( tempChar );
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if( inrange.size() == 11 )
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break;
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}
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regChars->Pop();
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}
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UI16 basesound = 0;
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if( !inrange.empty() )
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{
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CChar *soundSrc = inrange[RandomNum( static_cast<size_t>(0), inrange.size() - 1 )];
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UI16 xx = soundSrc->GetID();
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if( cwmWorldState->creatures.find( xx ) == cwmWorldState->creatures.end() )
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return;
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//Play creature sounds, but add a small chance that they won't, to give players a break every now and then
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UI08 soundChance = static_cast<UI08>(RandomNum( static_cast<size_t>(0), inrange.size() + 9 ));
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if( soundChance > 5 )
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{
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basesound = cwmWorldState->creatures[xx].GetSound( SND_IDLE );
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if( basesound != 0x00 )
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{
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CPPlaySoundEffect toSend = (*soundSrc);
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toSend.Model( basesound );
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mSock.Send( &toSend );
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}
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}
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}
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else // play random mystic-sounds also if no creature is in range
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{
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if( RandomNum( 0, 3332 ) == 33 )
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{
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switch( RandomNum( 0, 6 ) )
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{
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case 0: basesound = 595; break; // gnome sound
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case 1: basesound = 287; break; // bigfoot 1
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case 2: basesound = 288; break; // bigfoot 2
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case 3: basesound = 639; break; // old snake sound
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case 4: basesound = 179; break; // lion sound
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case 5: basesound = 246; break; // mystic
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case 6: basesound = 253; break; // mystic II
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}
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if( basesound != 0 )
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{
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CPPlaySoundEffect toSend = mChar;
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toSend.Model( basesound );
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mSock.Send( &toSend );
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void doSocketMusic( CSocket *s )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Sends message to client to play specific midi/mp3
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::doSocketMusic( CSocket *s )
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{
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SI32 i = 0;
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char musicArray[50];
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std::string sect;
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CChar *mChar = s->CurrcharObj();
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CTownRegion *mReg = mChar->GetRegion();
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if( mReg == nullptr )
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{
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return;
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}
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UI16 musicList = mReg->GetMusicList();
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if( musicList == 0 )
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{
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return;
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}
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if( mChar->IsAtWar() )
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{
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sect = "MUSICLIST COMBAT";
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}
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else
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{
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sect = std::string("MUSICLIST ") + strutil::number( musicList );
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}
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ScriptSection *MusicList = FileLookup->FindEntry( sect, regions_def );
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if( MusicList == nullptr )
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{
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return;
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}
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std::string data;
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for( std::string tag = MusicList->First(); !MusicList->AtEnd(); tag = MusicList->Next() )
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{
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data = MusicList->GrabData();
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if( strutil::upper( tag ) == "MUSIC" )
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{
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musicArray[i++] = static_cast<SI08>(std::stoi(data, nullptr, 0));
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}
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}
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if( i != 0 )
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{
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i = RandomNum( 0, i - 1 );
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playMusic( s, musicArray[i] );
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void playTileSound( CSocket *mSock )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Play a sound based on the tile character is on
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//o-----------------------------------------------------------------------------------------------o
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void cEffects::playTileSound( CChar *mChar, CSocket *mSock )
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{
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if( !ValidateObject( mChar ) )
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return;
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if( mChar->GetVisible() != VT_VISIBLE || ( mChar->IsGM() || mChar->IsCounselor() ))
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return;
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if( mChar->IsFlying() ) // No footstep sounds for flying gargoyles
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return;
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enum TileType
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{
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TT_NORMAL = 0,
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TT_WATER,
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TT_STONE,
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TT_OTHER,
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TT_WOODEN,
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TT_GRASS
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};
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TileType tileType = TT_NORMAL;
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bool onHorse = mChar->IsOnHorse();
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bool isRunning = ( mChar->GetRunning() > 0 );
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CStaticIterator msi( mChar->GetX(), mChar->GetY(), mChar->WorldNumber() );
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Static_st *stat = msi.Next();
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if( stat )
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{
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CTile& tile = Map->SeekTile( stat->itemid );
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if( tile.CheckFlag( TF_WET ) )
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tileType = TT_WATER;
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else if( tile.CheckFlag( TF_SURFACE) || tile.CheckFlag( TF_CLIMBABLE ) )
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{
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char search1[10];
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strcpy( search1, "wood" );
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if( strstr( tile.Name(), search1 ) )
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tileType = TT_WOODEN;
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strcpy( search1, "ston" );
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if( strstr( tile.Name(), search1 ) )
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tileType = TT_STONE;
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strcpy( search1, "gras" );
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if( strstr( tile.Name(), search1 ) )
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tileType = TT_GRASS;
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}
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}
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UI16 soundID = 0;
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switch( mChar->GetStep() ) // change step info
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{
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case 0:
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if( !isRunning || ( isRunning && onHorse ) )
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mChar->SetStep( 1 ); // step 2
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else if( isRunning || ( !isRunning && onHorse ) )
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mChar->SetStep( 2 ); // Running step 2
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switch( tileType )
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{
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case TT_NORMAL:
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if( onHorse )
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{
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if( isRunning )
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soundID = 0x012A;
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else
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soundID = 0x024C;
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}
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else
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soundID = 0x012B;
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break;
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case TT_WATER: // water
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break;
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case TT_STONE: // stone
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soundID = 0x0130;
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break;
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case TT_WOODEN: // wooden
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soundID = 0x0123;
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break;
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case TT_OTHER: // other
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[[fallthrough]];
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case TT_GRASS: // grass
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soundID = 0x012D;
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break;
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}
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break;
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case 1:
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if( !isRunning || ( isRunning && onHorse ) )
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mChar->SetStep( 0 ); // step 1
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else if( isRunning || ( !isRunning && onHorse ) )
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mChar->SetStep( 3 ); // Running step 4
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switch( tileType )
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{
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case TT_NORMAL:
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if( onHorse )
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{
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if( isRunning )
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soundID = 0x0129;
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else
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soundID = 0x024B;
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}
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else
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soundID = 0x012C;
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break;
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case TT_WATER: // water
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break;
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case TT_STONE: // stone
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soundID = 0x012F;
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break;
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case TT_WOODEN: // wooden
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soundID = 0x0122;
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break;
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case TT_OTHER: // other
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[[fallthrough]];
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case TT_GRASS: // grass
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soundID = 0x012E;
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break;
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}
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break;
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case 2:
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mChar->SetStep( 1 ); // Running step 3
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break;
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case 3:
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mChar->SetStep( 0 ); // Running step 0
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break;
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default:
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mChar->SetStep( 1 ); // pause
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break;
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}
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if( soundID ) // if we have a valid sound
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{
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if( mSock == nullptr && ValidateObject( mChar ) )
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{
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// It's an NPC!
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SOCKLIST nearbyChars = FindNearbyPlayers( mChar );
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for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
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{
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PlaySound( (*cIter), soundID, false );
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}
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return;
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}
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else
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{
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// It's a player!
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PlaySound( mSock, soundID, true );
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}
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}
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}
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