88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpSoundManager.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "soundmanager/ISoundManager.h"
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class CCmpSoundManager : public ICmpSoundManager
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager) )
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(SoundManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// Do nothing here - sounds are purely local, and don't need to be preserved across saved games etc
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// (If we add music support in here then we might want to save the music state, though)
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void PlaySoundGroup(std::wstring name, entity_id_t source)
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{
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if ( ! g_SoundManager )
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return;
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CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext(), SYSTEM_ENTITY);
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ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(source, GetSimContext().GetCurrentDisplayedPlayer());
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if (vis == ICmpRangeManager::VIS_VISIBLE)
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{
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if (source != INVALID_ENTITY)
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{
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), source);
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if (cmpPosition && cmpPosition->IsInWorld())
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{
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CVector3D sourcePos = CVector3D(cmpPosition->GetPosition());
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g_SoundManager->PlayAsGroup(name, sourcePos, source);
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}
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}
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}
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}
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};
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REGISTER_COMPONENT_TYPE(SoundManager)
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