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blitzmugensound.cpp
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#include "prism/blitzmugensound.h"
#include "prism/datastructures.h"
#include "prism/blitzentity.h"
#include "prism/memoryhandler.h"
#include "prism/log.h"
#include "prism/system.h"
namespace prism {
typedef struct {
int mEntityID;
MugenSounds* mSounds;
} SoundEntry;
static struct {
IntMap mEntries;
} gBlitzMugenSoundData;
static void loadBlitzMugenSoundHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
gBlitzMugenSoundData.mEntries = new_int_map();
}
static void unregisterEntity(int tEntityID);
static BlitzComponent getBlitzMugenSoundComponent() {
return makeBlitzComponent(unregisterEntity);
}
ActorBlueprint getBlitzMugenSoundHandler() {
return makeActorBlueprint(loadBlitzMugenSoundHandler);
}
void addBlitzMugenSoundComponent(int tEntityID, MugenSounds* tSounds)
{
SoundEntry* e = (SoundEntry*)allocMemory(sizeof(SoundEntry));
e->mEntityID = tEntityID;
e->mSounds = tSounds;
registerBlitzComponent(tEntityID, getBlitzMugenSoundComponent());
int_map_push_owned(&gBlitzMugenSoundData.mEntries, tEntityID, e);
}
static SoundEntry* getSoundEntry(int tEntityID) {
if (!int_map_contains(&gBlitzMugenSoundData.mEntries, tEntityID)) {
logErrorFormat("Entity with ID %d does not have a mugen sound component.", tEntityID);
recoverFromError();
}
return (SoundEntry*)int_map_get(&gBlitzMugenSoundData.mEntries, tEntityID);
}
void playEntityMugenSound(int tEntityID, int tGroup, int tSample)
{
SoundEntry* e = getSoundEntry(tEntityID);
playMugenSound(e->mSounds, tGroup, tSample);
}
static void unregisterEntity(int tEntityID) {
int_map_remove(&gBlitzMugenSoundData.mEntries, tEntityID);
}
}