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0
forked from 0ad/0ad
0ad/source/simulation2/components/CCmpSoundManager.cpp
Stan 0f2b00326f Notify players with a sound when a player is defeated
Includes alarm_defeated_ally.ogg by @Samulis

Reviewed by: @bb
Comments by: @Angen Freagarach
Differential Revision: https://code.wildfiregames.com/D2860
This was SVN commit r24199.
2020-11-18 09:14:08 +00:00

113 lines
3.2 KiB
C++

/* Copyright (C) 2020 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(const std::wstring& name, entity_id_t source)
{
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);
}
virtual void PlaySoundGroupAtPosition(const std::wstring& name, const CFixedVector3D& sourcePos)
{
if (!g_SoundManager)
return;
g_SoundManager->PlayAsGroup(name, CVector3D(sourcePos), INVALID_ENTITY, false);
}
virtual void PlaySoundGroupForPlayer(const VfsPath& groupPath, const player_id_t playerId) const
{
if (!g_SoundManager)
return;
g_SoundManager->PlayAsGroup(groupPath, CVector3D(0.f, 0.f, 0.f), INVALID_ENTITY, GetSimContext().GetCurrentDisplayedPlayer() == playerId);
}
virtual void StopMusic()
{
if (!g_SoundManager)
return;
g_SoundManager->Pause(true);
}
};
REGISTER_COMPONENT_TYPE(SoundManager)