rodecomp/Source/Client/Mode/GameModeSounds.cpp
ragnarok-clanker 858265cc69 Maintenance: Second pass: name remaining numeric switch case labels (identifier-only; no code change). ~3,500 more labels across 150
Batch #14936 by ragnarok-clanker: no function's compiled code changes; checked with 158 compiled unit(s), including every includer of Source/Client/Mode/GameModeEnums.h, Source/Client/Mode/ModeMessage.h, Source/Contents/Actors/ActorEnums.h, Source/Contents/Actors/PetEnums.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/Configuration/ServiceEnums.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Hotkeys/InterfaceHotkey.h, Source/Contents/Items/ItemId.h, Source/Contents/Items/ItemType.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/Window/UIEnums.h, Source/UI/Window/WindowId.h.
2026-11-08 12:37:46 +00:00

64 lines
1.9 KiB
C++

#include "Client/Mode/CGameMode.h"
#include "Network/Packets/NoticeEnums.h"
#include "Contents/Actors/Pc.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include <cstdint>
#include <cstring>
#include <string>
#include <windows.h>
#include <timeapi.h>
#pragma pack(push, 1)
struct SoundPacket {
/* 0000 */ std::uint16_t id;
/* 0002 */ char name[24];
/* 001A */ unsigned char act;
/* 001B */ std::uint32_t term;
/* 001F */ std::uint32_t npcId;
};
#pragma pack(pop)
static_assert(sizeof(SoundPacket) == 0x23);
// OFFSET: 0x00D42C20
// FUNCTION: fn_21830
void CGameMode::ReceiveSound(const unsigned char* data) {
const SoundPacket* packet = reinterpret_cast<const SoundPacket*>(data);
switch (packet->act) {
case SOUND_ACT_PLAY: {
CRenderObject* actor = this->scene->GetGameActorByAID(packet->npcId);
if (actor != nullptr) {
CPlayer* player = this->scene->player;
g_soundMgr->PlayWave(
packet->name, player->render.position.x - actor->render.position.x, 0.0f, player->render.position.z - actor->render.position.z, 250, 40, 1.0f, 0
);
} else {
g_soundMgr->PlayWave(packet->name, 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
}
break;
}
case SOUND_ACT_REPEAT: {
GameModeLoopSound sound;
sound.name = packet->name;
sound.term = packet->term;
sound.nextTick = timeGetTime() + packet->term;
sound.npcId = packet->npcId;
this->loopSounds.push_back(sound);
g_soundMgr->PlayWave(packet->name, 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
break;
}
case SOUNT_ACT_STOP:
for (std::vector<GameModeLoopSound>::iterator it = this->loopSounds.begin(); it != this->loopSounds.end(); ++it) {
GameModeLoopSound sound = *it;
if (std::strcmp(sound.name.c_str(), packet->name) == 0) {
this->loopSounds.erase(it);
break;
}
}
break;
}
}