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vcmi/client/CMusicHandler.h

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#ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__
#include <boost/thread/mutex.hpp>
#include "CSoundBase.h"
#include "CMusicBase.h"
#include "../lib/CCreatureHandler.h"
/*
* CMusicHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CSndHandler;
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class CSpell;
struct _Mix_Music;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
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// Sound infos for creatures in combat
struct CreaturesBattleSounds {
soundBase::soundID attack;
soundBase::soundID defend;
soundBase::soundID killed; // was killed or died
soundBase::soundID move;
soundBase::soundID shoot; // range attack
soundBase::soundID wince; // attacked but did not die
soundBase::soundID ext1; // creature specific extension
soundBase::soundID ext2; // creature specific extension
soundBase::soundID startMoving; // usually same as ext1
soundBase::soundID endMoving; // usually same as ext2
CreaturesBattleSounds(): attack(soundBase::invalid),
defend(soundBase::invalid),
killed(soundBase::invalid),
move(soundBase::invalid),
shoot(soundBase::invalid),
wince(soundBase::invalid),
ext1(soundBase::invalid),
ext2(soundBase::invalid),
startMoving(soundBase::invalid),
endMoving(soundBase::invalid) {};
};
class CAudioBase {
protected:
bool initialized;
int volume; // from 0 (mute) to 100
public:
CAudioBase(): initialized(false), volume(0) {};
virtual void init() = 0;
virtual void release() = 0;
virtual void setVolume(unsigned int percent);
unsigned int getVolume() { return volume; };
};
class CSoundHandler: public CAudioBase
{
private:
CSndHandler *sndh;
soundBase::soundID getSoundID(std::string &fileName);
std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
public:
CSoundHandler();
void init();
void release();
void initCreaturesSounds(const std::vector<ConstTransitivePtr<CCreature> > &creatures);
void initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells);
void setVolume(unsigned int percent);
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
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std::vector <struct CreaturesBattleSounds> CBattleSounds;
std::map<const CSpell*, soundBase::soundID> spellSounds;
// Sets
std::vector<soundBase::soundID> pickupSounds;
std::vector<soundBase::soundID> horseSounds;
};
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// Helper
#define battle_sound(creature,what_sound) CCS->soundh->CBattleSounds[(creature)->idNumber].what_sound
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class CMusicHandler: public CAudioBase
{
private:
// Because we use the SDL music callback, our music variables must
// be protected
boost::mutex musicMutex;
Mix_Music *currentMusic;
Mix_Music *nextMusic;
int nextMusicLoop;
Mix_Music * LoadMUS(const char *file); //calls Mix_LoadMUS and checks for errors
int PlayMusic(Mix_Music *music, int loops); //calls Mix_PlayMusic and checks for errors
public:
CMusicHandler();
void init();
void release();
void setVolume(unsigned int percent);
// Musics
std::map<musicBase::musicID, std::string> musics;
std::vector<musicBase::musicID> battleMusics;
std::vector<musicBase::musicID> townMusics;
void playMusic(musicBase::musicID musicID, int loop=1);
void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
void stopMusic(int fade_ms=1000);
void musicFinishedCallback(void);
};
#endif // __CMUSICHANDLER_H__