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0
forked from 0ad/0ad
0ad/source/simulation2/components/CCmpSoundManager.cpp
Ykkrosh 05422ad545 Avoid slightly-expensive QueryInterface() calls
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.

This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.

This was SVN commit r13825.
2013-09-11 20:41:53 +00:00

93 lines
2.6 KiB
C++

/* Copyright (C) 2012 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 : public ICmpSoundManager
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager) )
{
}
DEFAULT_COMPONENT_ALLOCATOR(SoundManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// 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)
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void PlaySoundGroup(std::wstring name, entity_id_t source)
{
if ( ! g_SoundManager || (source == INVALID_ENTITY) )
return;
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
int currentPlayer = GetSimContext().GetCurrentDisplayedPlayer();
if ( !cmpRangeManager ||
( cmpRangeManager->GetLosVisibility(source, currentPlayer) != ICmpRangeManager::VIS_VISIBLE ) )
return;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), source);
if (cmpPosition && cmpPosition->IsInWorld())
{
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);
}
}
};
REGISTER_COMPONENT_TYPE(SoundManager)