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Implemented fly movement sound
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commit
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@ -1922,10 +1922,27 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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for (auto & elem : path.nodes)
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elem.coord = h->convertFromVisitablePos(elem.coord);
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TerrainId currentTerrain = ETerrainId::NONE;
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TerrainId newTerrain;
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bool wasOnRoad = true;
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int sh = -1;
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int soundChannel = -1;
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std::string soundName;
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auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext) -> std::string
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{
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// flying movement sound
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if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
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return "HORSE10.wav";
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auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
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auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
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auto prevRoad = prevTile->roadType;
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auto nextRoad = nextTile->roadType;
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bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
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if (movingOnRoad)
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return nextTile->terType->horseSound;
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else
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return nextTile->terType->horseSoundPenalty;
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};
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auto canStop = [&](CGPathNode * node) -> bool
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{
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@ -1943,18 +1960,13 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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int3 prevCoord = path.nodes[i].coord;
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int3 nextCoord = path.nodes[i-1].coord;
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auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
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auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
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bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
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auto prevObject = getObj(prevCoord, prevCoord == h->pos);
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auto nextObjectTop = getObj(nextCoord, false);
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auto nextObject = getObj(nextCoord, true);
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auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
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if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
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{
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CCS->soundh->stopSound(sh);
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CCS->soundh->stopSound(soundChannel);
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destinationTeleport = destTeleportObj->id;
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destinationTeleportPos = nextCoord;
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doMovement(h->pos, false);
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@ -1966,10 +1978,8 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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}
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if(i != path.nodes.size() - 1)
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{
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if (movingOnRoad)
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sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
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else
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sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
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soundName = getMovementSoundFor(h, prevCoord, nextCoord);
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soundChannel = CCS->soundh->playSound(soundName, -1);
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}
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continue;
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}
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@ -1980,23 +1990,16 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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break;
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}
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// Start a new sound for the hero movement or let the existing one carry on.
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#if 0
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// TODO
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if (hero is flying && sh == -1)
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sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
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#endif
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{
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newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
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if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
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// Start a new sound for the hero movement or let the existing one carry on.
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std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord);
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if(newSoundName != soundName)
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{
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CCS->soundh->stopSound(sh);
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if (movingOnRoad)
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sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
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else
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sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
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currentTerrain = newTerrain;
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wasOnRoad = movingOnRoad;
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soundName = newSoundName;
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CCS->soundh->stopSound(soundChannel);
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soundChannel = CCS->soundh->playSound(soundName, -1);
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}
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}
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@ -2022,7 +2025,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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break;
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}
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CCS->soundh->stopSound(sh);
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CCS->soundh->stopSound(soundChannel);
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}
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//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
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