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GameSound.cpp
Go to the documentation of this file.
1
/*
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* Crossfire -- cooperative multi-player graphical RPG and adventure game
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*
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* Copyright (c) 2022 the Crossfire Development Team
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*
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* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
7
* welcome to redistribute it under certain conditions. For details, please
8
* see COPYING and LICENSE.
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*
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* The authors can be reached via e-mail at <crossfire@metalforge.org>.
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*/
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#include "
GameSound.h
"
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#include "
SoundFile.h
"
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GameSound::GameSound
(
AssetWrapper
*parent,
const
QString &
name
,
const
QString &description)
17
:
AssetWrapper
(parent,
"GameSound"
), myName(
name
), myDescription(description) {
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}
19
20
AssetWrapper::PossibleUse
GameSound::uses
(
const
AssetWrapper
*asset, std::string &)
const
{
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auto
sound =
dynamic_cast<
const
SoundFile
*
>
(asset);
22
if
(sound) {
23
bool
uses
= std::any_of(sound->events().cbegin(), sound->events().cend(), [
this
] (
const
std::string &
event
) {
24
return event == myName.toStdString();
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});
26
return
uses
?
Uses
:
DoesntUse
;
27
}
28
return
DoesntUse
;
29
}
AssetWrapper::PossibleUse
PossibleUse
Definition:
AssetWrapper.h:32
AssetWrapper
Definition:
AssetWrapper.h:25
AssetWrapper::Uses
@ Uses
Definition:
AssetWrapper.h:32
GameSound::GameSound
GameSound(AssetWrapper *parent, const QString &name, const QString &description)
Definition:
GameSound.cpp:16
SoundFile.h
GameSound.h
animate.event
event
DIALOGCHECK MINARGS 1 MAXARGS 2
Definition:
animate.py:17
GameSound::uses
virtual PossibleUse uses(const AssetWrapper *asset, std::string &) const override
Definition:
GameSound.cpp:20
AssetWrapper::DoesntUse
@ DoesntUse
Definition:
AssetWrapper.h:32
SoundFile
Definition:
SoundFile.h:19
give.name
name
Definition:
give.py:27
crossfire-crossfire-server
utils
cre
sounds
GameSound.cpp
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