#ifndef __CMUSICHANDLER_H__ #define __CMUSICHANDLER_H__ #include #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; class CSpell; struct _Mix_Music; typedef struct _Mix_Music Mix_Music; struct Mix_Chunk; // 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 soundChunks; Mix_Chunk *GetSoundChunk(soundBase::soundID soundID); public: CSoundHandler(); void init(); void release(); void initCreaturesSounds(const std::vector > &creatures); void initSpellsSounds(const std::vector< ConstTransitivePtr > &spells); void setVolume(unsigned int percent); // Sounds int playSound(soundBase::soundID soundID, int repeats=0); int playSoundFromSet(std::vector &sound_vec); void stopSound(int handler); std::vector CBattleSounds; std::map spellSounds; // Sets std::vector pickupSounds; std::vector horseSounds; }; // Helper #define battle_sound(creature,what_sound) CCS->soundh->CBattleSounds[(creature)->idNumber].what_sound 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 musics; std::vector battleMusics; std::vector townMusics; void playMusic(musicBase::musicID musicID, int loop=1); void playMusicFromSet(std::vector &music_vec, int loop=1); void stopMusic(int fade_ms=1000); void musicFinishedCallback(void); }; #endif // __CMUSICHANDLER_H__