1
0
forked from 0ad/0ad
0ad/source/simulation2/components/CCmpSoundManager.cpp
Stan af2abb8cbf Fix units not being able to play sounds when walking and running
This currently disabled by variants, and will be reenabled when sounds
have been chosen.
Reviewed by: Vladislav,
Comments by: Itms, elexis
Differential Revision: ​https://code.wildfiregames.com/1257
This was SVN commit r21359.
2018-02-24 18:13:03 +00:00

106 lines
2.9 KiB
C++

/* Copyright (C) 2018 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) != ICmpRangeManager::VIS_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 StopMusic()
{
if (!g_SoundManager)
return;
g_SoundManager->Pause(true);
}
};
REGISTER_COMPONENT_TYPE(SoundManager)