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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpSoundManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "soundmanager/ISoundManager.h"
class CCmpSoundManager final : public ICmpSoundManager
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager) )
{
}
DEFAULT_COMPONENT_ALLOCATOR(SoundManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
void Init(const CParamNode& UNUSED(paramNode)) override
{
}
void Deinit() override
{
}
void Serialize(ISerializer& UNUSED(serialize)) override
{
// Do nothing here - sounds are purely local, and don't need to be preserved across saved games etc
// (If we add music support in here then we might want to save the music state, though)
}
void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) override
{
Init(paramNode);
}
void PlaySoundGroup(const std::wstring& name, entity_id_t source) override
{
if (!g_SoundManager || (source == INVALID_ENTITY))
return;
int currentPlayer = GetSimContext().GetCurrentDisplayedPlayer();
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
if (!cmpRangeManager || (cmpRangeManager->GetLosVisibility(source, currentPlayer) != LosVisibility::VISIBLE))
return;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), source);
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
bool playerOwned = false;
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), source);
if (cmpOwnership)
playerOwned = cmpOwnership->GetOwner() == currentPlayer;
CVector3D sourcePos = CVector3D(cmpPosition->GetPosition());
g_SoundManager->PlayAsGroup(name, sourcePos, source, playerOwned);
}
void PlaySoundGroupAtPosition(const std::wstring& name, const CFixedVector3D& sourcePos) override
{
if (!g_SoundManager)
return;
g_SoundManager->PlayAsGroup(name, CVector3D(sourcePos), INVALID_ENTITY, false);
}
void PlaySoundGroupForPlayer(const VfsPath& groupPath, const player_id_t playerId) const override
{
if (!g_SoundManager)
return;
g_SoundManager->PlayAsGroup(groupPath, CVector3D(0.f, 0.f, 0.f), INVALID_ENTITY, GetSimContext().GetCurrentDisplayedPlayer() == playerId);
}
void StopMusic() override
{
if (!g_SoundManager)
return;
g_SoundManager->Pause(true);
}
};
REGISTER_COMPONENT_TYPE(SoundManager)
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