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Implement configurable object sounds: ambient, visit and removal
* If there more than one sound for visit or removal random is played * At moment only the first ambient sound will be used
This commit is contained in:
committed by
DJWarmonger
parent
e9bfbb70c1
commit
f15cadc87b
@ -37,7 +37,7 @@ CQuest::CQuest()
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}
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
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{
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InfoWindow iw;
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iw.soundID = soundID;
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@ -46,7 +46,7 @@ static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const u
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IObjectInterface::cb->sendAndApply(&iw);
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}
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
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{
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const PlayerColor playerID = h->getOwner();
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showInfoDialog(playerID,txtID,soundID);
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@ -685,7 +685,6 @@ void CGSeerHut::onHeroVisit(const CGHeroInstance * h) const
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{
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BlockingDialog bd (true, false);
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bd.player = h->getOwner();
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bd.soundID = soundBase::QUEST;
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getCompletionText (bd.text, bd.components, isCustom, h);
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@ -1085,7 +1084,7 @@ void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const
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}
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else
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txt_id=20;
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showInfoDialog(h,txt_id,soundBase::CAVEHEAD);
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showInfoDialog(h, txt_id);
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}
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void CGBorderGuard::initObj(CRandomGenerator & rand)
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@ -1116,13 +1115,12 @@ void CGBorderGuard::onHeroVisit(const CGHeroInstance * h) const
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{
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BlockingDialog bd (true, false);
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bd.player = h->getOwner();
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bd.soundID = soundBase::QUEST;
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bd.text.addTxt (MetaString::ADVOB_TXT, 17);
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cb->showBlockingDialog (&bd);
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}
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else
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{
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showInfoDialog(h,18,soundBase::CAVEHEAD);
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showInfoDialog(h, 18);
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AddQuest aq;
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aq.quest = QuestInfo (quest, this, visitablePos());
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