0ad/source/simulation2/components/CCmpSoundManager.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

112 lines
3.2 KiB
C++
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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)