示例#1
0
UBOOL USwFMOD::PlaySound
(
	AActor*	Actor,
	INT		Id,
	USound*	Sound,
	FVector	Location,
	FLOAT	Volume,
	FLOAT	Radius,
	FLOAT	Pitch
)
{
	guard(USwFMOD::PlaySound);
	//SWF_LOG( NAME_DevSound, TEXT("%s >> %s :: [%s],[%s],[%s],[%s],[%s],[%s],[%s]"), SWF_PLOG, *ToStr(FSwSoundId(Id)), *ToStr(Actor,true), *ToStr(Sound), *ToStr(Location), *ToStr(Volume), *ToStr(Radius), *ToStr(Pitch) );
	FMOD_RESULT result;

	if( !Viewport || !Sound )
		return 0;

	// Sound slot rules
	FSwSoundId SoundId = FSwSoundId(Id);
	if( SoundId.GetSlot() != SLOT_None )
	{
		for( FSwChannelEnumerator it(System); it; ++it )
		{
			FMOD::Channel* channel = *it;
			if( IsChannelValid(channel) )
			{
				FSwSoundId cid = GetChannelId(channel);

				// If Actor is the same and Slot is the same:
				// - prevent this sound from plaing if NoOverride
				// - stop the old sound otherwise
				if( cid.GetSlot() == SoundId.GetSlot()
				&&	cid.GetActor() == SoundId.GetActor() )
				{
					if( cid.GetNoOverride() )
					{
						//SWF_LOG( NAME_DevSound, TEXT("%s -- %s :: NO OVERRIDE <%s> <%s>"), SWF_PLOG, *ToStr(FSwSoundId(Id)), *PrintChannel(channel) );
						return 0;
					}
					//SWF_LOG( NAME_DevSound, TEXT("%s -- %s :: STOP <%s> <%s>"), SWF_PLOG, *ToStr(SoundId), *PrintChannel(channel) );
					SWF_FMOD_CALL( channel->setUserData(NULL) );
					SWF_FMOD_CALL( channel->stop() );
				}
			}
		}
	}

	// Register sample
	FMOD::Sound* sample = RegisterSoundSample(Sound);
	if( !sample )
		return 0;

	// Sample defaults
	FLOAT deffrequency;
	FLOAT defvolume;
	FLOAT defpanning;
	INT defpriority;
	FMOD_MODE fmode;
	SWF_FMOD_RCALL0( sample->getDefaults( &deffrequency, &defvolume, &defpanning, &defpriority ) );
	SWF_FMOD_RCALL0( sample->getMode(&fmode) );

	// Channel defaults
	FMOD::ChannelGroup* channelgroup = EffectChannels;
	FMOD_CHANNELINDEX channelindex = FMOD_CHANNEL_FREE;
	FLOAT mindist = ToFMODFloat(DistanceMin);
	FLOAT radius = ToFMODFloat(Radius);
	TSwSortMinMax( mindist, radius );
	FMOD_VECTOR location = ToFMODVector(Location); 
	FMOD_VECTOR velocity = ToFMODNormal(FVector(0,0,0));
	FLOAT frequency = deffrequency * Pitch;
	FLOAT volume = defvolume * Volume;
	FLOAT panning = defpanning * 1.0f;
	INT priority = PrioritySound; 

	// 2D or 3D?
	AActor* ViewActor = Viewport->Actor->ViewTarget ? Viewport->Actor->ViewTarget : Viewport->Actor;
	UBOOL bIs3D = Actor && (b3DCameraSounds || Actor != ViewActor);
	if( bIs3D )
	{
		fmode &= ~FMOD_2D;
		fmode |= FMOD_3D | FMOD_3D_LINEARROLLOFF;

		// Radius, location & Velocity
		FMOD_VECTOR location = ToFMODVector(Actor->Location); 
		FMOD_VECTOR velocity = ToFMODVector(Actor->Velocity); 

		SWF_VERIFY_FLOAT( mindist );
		SWF_VERIFY_FLOAT( radius );
		SWF_VERIFY_FMODVECTOR( location );
		SWF_VERIFY_FMODVECTOR( velocity );
	}
	else
	{
		fmode &= ~FMOD_3D;
		fmode |= FMOD_2D;
	}

	// Sound effects other than WAV go into compressed group (conversations most likely)
	if( Sound->FileType != SoundType_WAV )
	{
		priority = PrioritySpeech;
		channelgroup = CompressedChannels;
		//fmode |= FMOD_CREATESTREAM;
	}
	
	// Ambient sounds
	if( SoundId.GetSlot() == SLOT_Ambient )
	{
		priority = PriorityAmbient;
		channelgroup = AmbientChannels;
		fmode &= ~FMOD_LOOP_OFF;
		fmode |= FMOD_LOOP_NORMAL;
	}


	// Update FMOD to free finished channels
	guard(UpdateFMOD);
	SWF_FMOD_RCALL0( System->update() );
	unguard;

	// Play sound
	FMOD::Channel* channel;
    SWF_FMOD_RCALL0( System->playSound(channelindex, sample, true, &channel) );
//	SWF_FMOD_RCALL0( VerifyNewChannel(channel) );

	// Update channel
	SWF_FMOD_RCALL0( channel->setUserData( SoundId.ToUserData() ) );
	SWF_FMOD_RCALL0( channel->setChannelGroup(channelgroup) );
	SWF_FMOD_RCALL0( channel->setMode(fmode) );
	if( HasFlag(fmode,FMOD_3D) )
	{
		SWF_FMOD_RCALL0( channel->set3DMinMaxDistance(mindist, radius) );
		SWF_FMOD_RCALL0( channel->set3DAttributes(&location,&velocity) );
	}
	else
	{
		SWF_FMOD_RCALL0( channel->setPan(panning) );
	}
	SWF_FMOD_RCALL0( channel->setFrequency(frequency) );
	SWF_FMOD_RCALL0( channel->setVolume(volume) );
	SWF_FMOD_RCALL0( channel->setPriority(priority) );
	SWF_FMOD_RCALL0( channel->setPaused(false) );

	// Apply channel group's properties
	ApplyChannelGroup(channelgroup);

	// Update FMOD to apply channel updates immediately
	guard(UpdateFMOD);
	SWF_FMOD_RCALL0( System->update() );
	unguard;

	//SWF_LOG( NAME_DevSound, TEXT("%s << %s :: [%s],[%s],[%s],[%s],[%s],[%s],[%s]"), SWF_PLOG, *ToStr(Actor,true), *ToStr(Id), *ToStr(Sound), *ToStr(Location), *ToStr(Volume), *ToStr(Radius), *ToStr(Pitch) );
	return 1;
	unguard;
}
示例#2
0
// done 0x03
void Channel::MakeYouLeft(WorldPacket *data)
{
    MakeNotifyPacket(data, CHAT_YOU_LEFT_NOTICE);
    *data << uint32(GetChannelId());
    *data << uint8(IsConstant());
}
示例#3
0
// done 0x03
void Channel::MakeYouLeft(WorldPacket* data)
{
    MakeNotifyPacket(data, CHAT_YOU_LEFT_NOTICE);
    *data << uint32(GetChannelId());
    *data << uint8(0);                                      // can be 0x00 and 0x01
}
示例#4
0
void USwFMOD::Update( FPointRegion Region, FCoords& Coords )
{
	guard(USwFMOD::Update);
	FMOD_RESULT result;
	//SWF_LOG( NAME_DevSound, TEXT("%s >> %s :: [%s],[%s]"), SWF_PLOG, *ToStr(Region), *ToStr(Coords) );

	if( !Viewport || !Viewport->IsValid() || !Viewport->Actor || !Viewport->Actor->IsValid() )
		return;

	// Load geometry
	if( bOcclusion )
	{
		static ULevel* level = NULL;
		if( Viewport->Actor->GetLevel() != level )
		{
			level = Viewport->Actor->GetLevel();
			LoadGeometry();
		}
	}

	// Time passes...
	DOUBLE DeltaTime = appSeconds() - LastTime;
	LastTime += DeltaTime;
	DeltaTime = Clamp( DeltaTime, 0.0, 1.0 );

	// Get viewactor
	AActor* ViewActor = Viewport->Actor->ViewTarget ? Viewport->Actor->ViewTarget : Viewport->Actor;
	
	// Is viewport realtime ?
	UBOOL Realtime = Viewport->IsRealtime() && Viewport->Actor->Level->Pauser == TEXT("");
	
	// Default viewport coords
	FVector location = FVector(0,0,0);
	FVector velocity = FVector(0,0,0);
	FVector forward = FVector(1,0,0);
	FVector up = FVector(0,0,1);


	//
	// Update listener
	//
	guard(USwFMODAudio::Update::UpdateListener);

	// Use ViewActor coords
	FCoords coords = GMath.UnitCoords / ViewActor->Rotation;;
	coords.Origin = ViewActor->Location;

	// Set viewport coords
	location = coords.Origin;
	velocity = ViewActor->Velocity;
	forward = coords.XAxis;
	up = coords.ZAxis;

	// verify
	SWF_VERIFY_FVECTOR(location);
	SWF_VERIFY_FVECTOR(velocity);
	SWF_VERIFY_FVECTOR_NORMAL(forward);
	SWF_VERIFY_FVECTOR_NORMAL(up);

	// Default listener coords
	FMOD_VECTOR fm_pos = {0,0,0};
	FMOD_VECTOR fm_vel = {0,0,0};
	FMOD_VECTOR fm_fwd = {0,0,1};
	FMOD_VECTOR fm_up  = {0,1,0};

	// Set listener coords
	fm_pos = ToFMODVector(location);
	fm_vel = ToFMODVector(velocity);
	fm_fwd = ToFMODNormal(forward);
	fm_up = ToFMODNormal(up);

	// verify
	SWF_VERIFY_FMODVECTOR(fm_pos);
	SWF_VERIFY_FMODVECTOR(fm_vel);
	SWF_VERIFY_FMODVECTOR_NORMAL(fm_fwd);
	SWF_VERIFY_FMODVECTOR_NORMAL(fm_up);

	// Update
	SWF_FMOD_CALL( System->set3DListenerAttributes( 0, &fm_pos, &fm_vel, &fm_fwd, &fm_up ) );
	unguard;


	//
	// Zone effects
	//
	guard(USwFMODAudio::Update::UpdateZone);

	/*// Default zone properties
	UBOOL bWaterZone = 0;
	UBOOL bReverbZone = 0;
	UBOOL bRaytraceReverb = 0;
	BYTE MasterGain = 100;
	INT CutoffHz = 6000;
	BYTE Delay[6] = {20,34,0,0,0,0};
	BYTE Gain[6] = {150,70,0,0,0,0};

	// Get zone properties
	if( Region.Zone && Region.Zone->IsValid() )
	{
		bWaterZone = Region.Zone->bWaterZone;
		bReverbZone = Region.Zone->bReverbZone;
		bRaytraceReverb = Region.Zone->bRaytraceReverb;
		MasterGain = Region.Zone->MasterGain;
		CutoffHz = Region.Zone->CutoffHz;
		appMemcpy(Delay, Region.Zone->Delay, 6*sizeof(BYTE));
		appMemcpy(Gain, Region.Zone->Gain, 6*sizeof(BYTE));
	}*/
	unguard;



	//
	// Update sounds.
	//
	guard(USwFMODAudio::Update::UpdateSounds);

	// Iterate through all channels
	for( FSwChannelEnumerator it(System); it; ++it )
	{
		FMOD::Channel* channel = *it;
		if( !IsChannelValid(channel) )
			continue;

		// Channel data
		FMOD::Sound* sample = GetChannelSample(channel);
		if( !sample )
			continue;

		UObject* object = GetSampleObject(sample);
		if( !object )
			continue;
		USound* sound = Cast<USound>(object);

		FSwSoundId id = GetChannelId(channel);
		AActor* actor = id.GetActor();

		FMOD_MODE fmode;
		SWF_FMOD_CALL( channel->getMode(&fmode) );
		UBOOL bIs3D = HasFlag(fmode,FMOD_3D);

		// Sample defaults
		FLOAT deffrequency;
		FLOAT defvolume;
		FLOAT defpanning;
		INT defpriority;
		SWF_FMOD_CALL( sample->getDefaults( &deffrequency, &defvolume, &defpanning, &defpriority ) );
	

		if( sound )
		{
			if( actor && actor->IsValid() )
			{
				// Ambient sounds
				if( id.GetSlot() == SLOT_Ambient )
				{
					if(	actor->AmbientSound != sound
					||	FDist(location, actor->Location) > actor->WorldSoundRadius() + AmbientHysteresis
					||  !Realtime )
					{
						// Stop ambient sound
						//SWF_LOG( NAME_DevSound, TEXT("%s -- %s :: Ambient OUT [%d]"), SWF_PLOG, *ToStr(id) );
						SWF_FMOD_CALL( channel->setUserData(NULL) );
						SWF_FMOD_CALL( channel->stop() );
						continue;
					}
					else
					{
						// Update ambient sound properties.
						FLOAT volume = actor->SoundVolume / 255.0f;
						FLOAT frequency = (actor->SoundPitch / 64.0f) * deffrequency;

						SWF_VERIFY_FLOAT(volume);
						SWF_VERIFY_FLOAT(frequency);

						SWF_FMOD_CALL( channel->setVolume( volume ) );
						SWF_FMOD_CALL( channel->setFrequency( frequency ) );

						if( bIs3D )
						{
							// Update 3D sound properties
							FLOAT mindist = ToFMODFloat(DistanceMin);
							FLOAT radius = ToFMODFloat( actor->WorldSoundRadius() );
							TSwSortMinMax( mindist, radius );

							SWF_VERIFY_FLOAT(radius);
							SWF_VERIFY_FLOAT(mindist);

							SWF_FMOD_CALL( channel->set3DMinMaxDistance( mindist, radius ) );
						}
					}
				}

				if( bIs3D )
				{
					// Update 3D sound properties
					FMOD_VECTOR snd_pos = ToFMODVector(actor->Location);
					FMOD_VECTOR snd_vel = ToFMODVector(actor->Velocity);
			
					SWF_VERIFY_FMODVECTOR(snd_pos);							
					SWF_VERIFY_FMODVECTOR(snd_vel);

					SWF_FMOD_CALL( channel->set3DAttributes(&snd_pos, &snd_vel) );
				}
			}
		}
	}
	unguard;


	//
	// Play ambient sounds
	//
	if( Realtime )
	{
		guard(USwFMODAudio::Update::PlayAmbient);
		for( INT i=0; i<Viewport->Actor->GetLevel()->Actors.Num(); ++i )
		{
			AActor* Actor = Viewport->Actor->GetLevel()->Actors(i);
			if(	Actor
			&&	Actor->AmbientSound
			&&	FDist(location, Actor->Location) <= Actor->WorldSoundRadius() )
			{
				FSwSoundId ambientid = FSwSoundId(Actor,SLOT_Ambient,0);
				//SWF_LOG( NAME_DevSound, TEXT("%s -- %s :: Ambient TEST IN [%s]"), SWF_PLOG, *ToStr(ambientid) );

				// Find this sound in currently playing ones
				FMOD::Channel* ambientchannel = NULL;
				for( FSwChannelEnumerator it(System,AmbientChannels); it; ++it )
				{
					FMOD::Channel* channel = *it;
					if( IsChannelValid(channel) && GetChannelId(channel) == ambientid )
					{
						//SWF_LOG( NAME_DevSound, TEXT("%s -- %s :: Ambient FOUND IN [%s]"), SWF_PLOG, *ToStr(GetChannelId(channel)) );
						ambientchannel = channel;
						break;
					}
				}

				// If not found play ambient
				if( !ambientchannel )
				{
					//SWF_LOG( NAME_DevSound, TEXT("%s -- %s :: Ambient PLAY IN [%s][%s]"), SWF_PLOG, *ToStr(ambientid), *ToStr(Actor->AmbientSound) );
					PlaySound( Actor, ambientid.GetId(), Actor->AmbientSound, Actor->Location, Actor->SoundVolume/255.0f, Actor->WorldSoundRadius(), Actor->SoundPitch/64.0f );
				}
			}
		}
		unguard;
	}
	

	//
	// Music
	//
	guard(UpdateMusic)

/*	REQUIREMENTS

	SongSection is updated at realtime by audio sys
	MTRAN_Fade* only fade out, not in
	music changes caused by transition only
	ttransition reset on change
	MTRAN_None = don't change
	MTRAN_Instant = instant change
	MTRAN_Segue = seamless?
	MTRAN_Fade = 1s fade
	MTRAN_FastFade = 1/3s fade
	MTRAN_SlowFade = 5s fade
*/
	// find music channel
	FMOD::Channel* musicchannel = NULL;
	for( FSwChannelEnumerator it(System,MusicChannels); it; ++it )
	{
		FMOD::Channel* channel = *it;
		if( !IsChannelValid(channel) )
			continue;

		if( !musicchannel )
		{
			musicchannel = channel;
		}
		else
		{
			// there can be only one music
			SWF_LOG( NAME_DevSound, TEXT("%s :: %s :: StopMusic %s"), SWF_PLOG, *PrintChannel(channel) );
			SWF_FMOD_CALL( channel->setUserData(NULL) );
			SWF_FMOD_CALL( channel->stop() );
		}
	}

	if( Viewport->Actor->Transition != MTRAN_None )
	{
		// init fading
		if( MusicFade < 0 )
		{
			SWF_LOG( NAME_DevSound, TEXT("%s :: %s :: Music transition %s S:%s T:%s "), SWF_PLOG
				, *ToStr(Viewport->Actor->Song)
				, *ToStr(Viewport->Actor->SongSection)
				, *ToStr(Viewport->Actor->Transition));

			switch( Viewport->Actor->Transition )
			{
				case MTRAN_Instant:		MusicFadeTime = -1.0f;	break;	// Instant
				case MTRAN_Segue:		MusicFadeTime = -1.0f;			// Instant precached
					if( Viewport->Actor->Song && !Viewport->Actor->Song->Handle )
						RegisterMusic(Viewport->Actor->Song);
					break;
				case MTRAN_Fade:		MusicFadeTime = 1.0f;	break;	// 1s fadeout
				case MTRAN_FastFade:	MusicFadeTime = 0.33f;	break;	// 1/3s fadeout
				case MTRAN_SlowFade:	MusicFadeTime = 5.0f;	break;	// 5s fadeout
				default:				MusicFadeTime = -1.0f;	break;	// Unknown,instant
					
			}
			MusicFade = MusicFadeTime;
		}

		// deduct delta
		MusicFade -= DeltaTime;
		//SWF_LOG( NAME_DevSound, TEXT("%s << %s :: MusicFade %s %s"), SWF_PLOG, *ToStr(MusicFade), *ToStr(MusicFadeTime) );

		if( MusicFade > 0 )
		{
			// fade volume
			if( musicchannel && MusicFadeTime > 0 )
			{
				SWF_FMOD_CALL( musicchannel->setVolume( MusicFade / MusicFadeTime) );
			}
		}
		else
		{
			// play new
			MusicFade = -1;
			Viewport->Actor->Transition = MTRAN_None;
			PlayMusic( Viewport->Actor->Song, musicchannel, Viewport->Actor->SongSection, Viewport->Actor->CdTrack, static_cast<EMusicTransition>(Viewport->Actor->Transition) );
		}
	}
	else
	{
		// Update section
		if( musicchannel )
		{
			// update section
			// FIXME:: getPosition doesn't work with volume 0 (virtual?)
			UINT sec = 0;
			result = musicchannel->getPosition(&sec,FMOD_TIMEUNIT_MODORDER);
			if( result == FMOD_OK )
			{
				Viewport->Actor->SongSection = sec;
			}

			// Update position
			if( IsChannelValid(musicchannel) )
			{
				UINT row = 0;
				result = musicchannel->getPosition(&row,FMOD_TIMEUNIT_MODROW);
				if( result == FMOD_OK )
				{
					// IT/MOD/XM
					UINT pattern = 0;
					result = musicchannel->getPosition(&pattern,FMOD_TIMEUNIT_MODPATTERN);
					if( result == FMOD_OK )
					{
						MusicPositions(Viewport->Actor->SongSection).row = row;
						MusicPositions(Viewport->Actor->SongSection).pattern = pattern;
					}
				}
				else
				{
					// MPEG/OGG
					UINT ms = 0;
					result = musicchannel->getPosition(&ms,FMOD_TIMEUNIT_MS);
					if( result == FMOD_OK )
					{
						MusicPositions(Viewport->Actor->SongSection).ms = ms;
					}
				}
			}
		}
		else if( Viewport->Actor->Song && VolumeMusic > 0 )
		{
			// Restart missing/dropped song (bad channel priorities?)
			SWF_LOG( NAME_DevSound, TEXT("%s :: %s :: Restarting missing song %s S:%s T:%s "), SWF_PLOG
				, *ToStr(Viewport->Actor->Song)
				, *ToStr(Viewport->Actor->SongSection)
				, *ToStr(Viewport->Actor->Transition));
			Viewport->Actor->Transition = MTRAN_Instant;
		}
	}



	unguard;

	// Update FMOD
	guard(UpdateFMOD);
	SWF_FMOD_CALL( System->update() );
	unguard;

	//SWF_LOG( NAME_DevSound, TEXT("%s << %s :: [%s],[%s]"), SWF_PLOG, *ToStr(Region), *ToStr(Coords) );
	unguard;
}
示例#5
0
void Channel::Say(ObjectGuid p, const char* what, uint32 lang)
{
    if (!what)
        return;
    if (sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHANNEL))
        lang = LANG_UNIVERSAL;

    uint32 sec = 0;
    Player* plr = sObjectMgr.GetPlayer(p);
    bool speakInLocalDef = false;
    bool speakInWorldDef = false;
    if (plr)
    {
        sec = plr->GetSession()->GetSecurity();
        
        if (plr->isGameMaster())
        {
            speakInLocalDef = true;
            // speakInWorldDef = true;
        }
        
        HonorRankInfo honorInfo = plr->GetHonorRankInfo();
        //We can speak in local defense if we're above this rank (see .h file)
        if (honorInfo.rank >= SPEAK_IN_LOCALDEFENSE_RANK)
            speakInLocalDef = true;
        // Are we not allowed to speak in WorldDefense at all?
        // if (honorInfo.rank >= SPEAK_IN_WORLDDEFENSE_RANK)
        //     speakInWorldDef = true;
    }
    
    if (!IsOn(p))
    {
        WorldPacket data;
        MakeNotMember(&data);
        SendToOne(&data, p);
    }
    else if (m_players[p].IsMuted() ||
             (GetChannelId() == CHANNEL_ID_LOCAL_DEFENSE && !speakInLocalDef) ||
             (GetChannelId() == CHANNEL_ID_WORLD_DEFENSE && !speakInWorldDef))
    {
        WorldPacket data;
        MakeMuted(&data);
        SendToOne(&data, p);
    }
    else if (m_moderate && !m_players[p].IsModerator() && sec < SEC_GAMEMASTER)
    {
        WorldPacket data;
        MakeNotModerator(&data);
        SendToOne(&data, p);
    }
    else
    {
        uint32 messageLength = strlen(what) + 1;

        WorldPacket data(SMSG_MESSAGECHAT, 1 + 4 + 8 + 4 + m_name.size() + 1 + 8 + 4 + messageLength + 1);
        data << uint8(CHAT_MSG_CHANNEL);
        data << uint32(lang);
        data << m_name;
        data << uint32(0);
        data << ObjectGuid(p);
        data << uint32(messageLength);
        data << what;
        data << uint8(plr ? plr->GetChatTag() : uint8(CHAT_TAG_NONE));

        SendToAll(&data, !m_players[p].IsModerator() ? p : ObjectGuid());
    }
}
示例#6
0
void Channel::Say(Player* player, const char* text, uint32 lang)
{
    if (!text)
        return;

    uint32 sec = 0;
    ObjectGuid guid = player->GetObjectGuid();
    Player* plr = sObjectMgr.GetPlayer(guid);
    bool speakInLocalDef = false;
    bool speakInWorldDef = false;
    if (plr)
    {
        sec = plr->GetSession()->GetSecurity();
        if (plr->isGameMaster())
        {
            speakInLocalDef = true;
            speakInWorldDef = true;
        }
        
        HonorRankInfo honorInfo = plr->GetHonorRankInfo();
        //We can speak in local defense if we're above this rank (see .h file)
        if (honorInfo.rank >= SPEAK_IN_LOCALDEFENSE_RANK)
            speakInLocalDef = true;
        // Are we not allowed to speak in WorldDefense at all?
        // if (honorInfo.rank >= SPEAK_IN_WORLDDEFENSE_RANK)
        //     speakInWorldDef = true;
    }
    
    if (!IsOn(guid))
    {
        WorldPacket data;
        MakeNotMember(&data);
        SendToOne(&data, guid);
        return;
    }

    else if (m_players[guid].IsMuted() ||
             (GetChannelId() == CHANNEL_ID_LOCAL_DEFENSE && !speakInLocalDef) ||
             (GetChannelId() == CHANNEL_ID_WORLD_DEFENSE && !speakInWorldDef))
    {
        WorldPacket data;
        MakeMuted(&data);
        SendToOne(&data, guid);
        return;
    }

    if (m_moderate && !m_players[guid].IsModerator() && player->GetSession()->GetSecurity() < SEC_GAMEMASTER)
    {
        WorldPacket data;
        MakeNotModerator(&data);
        SendToOne(&data, guid);
        return;
    }

    // send channel message
    if (sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHANNEL))
        lang = LANG_UNIVERSAL;
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, CHAT_MSG_CHANNEL, text, Language(lang), player->GetChatTag(), guid, player->GetName(), ObjectGuid(), "", m_name.c_str(), player->GetHonorRankInfo().rank);
    SendToAll(&data, !m_players[guid].IsModerator() ? guid : ObjectGuid());
}
示例#7
0
void Channel::MakeYouLeft(WorldPackets::Channel::ChannelNotify& data)
{
    MakeNotifyPacket(data, CHAT_YOU_LEFT_NOTICE);
    data.ChatChannelID = GetChannelId();
    //*data << uint8(IsConstant());
}