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vcmi/hch/CMusicHandler.cpp
Michał W. Urbańczyk e6f31b7500 Compilation fixes for VC10.
Changes towards hot-seat support.
2010-02-20 13:24:38 +00:00

446 lines
10 KiB
C++

#include "../stdafx.h"
#include <sstream>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/bimap.hpp>
#include <SDL_mixer.h>
#include "CSndHandler.h"
#include "CMusicHandler.h"
#include "CCreatureHandler.h"
#include "CSpellHandler.h"
#include "../client/CGameInfo.h"
/*
* CMusicHandler.cpp, 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
*
*/
using namespace boost::assign;
static boost::bimap<soundBase::soundID, std::string> sounds;
// Not pretty, but there's only one music handler object in the game.
static void musicFinishedCallbackC(void) {
CGI->musich->musicFinishedCallback();
}
void CAudioBase::init()
{
if (initialized)
return;
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
{
tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
return;
}
initialized = true;
}
void CAudioBase::release()
{
if (initialized) {
Mix_CloseAudio();
initialized = false;
}
}
void CAudioBase::setVolume(unsigned int percent)
{
if (percent > 100)
percent = 100;
volume = percent;
}
CSoundHandler::CSoundHandler(): sndh(NULL)
{
// Map sound names
#define VCMI_SOUND_NAME(x) ( soundBase::x,
#define VCMI_SOUND_FILE(y) #y )
sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
VCMI_SOUND_LIST;
#undef VCMI_SOUND_NAME
#undef VCMI_SOUND_FILE
// Vectors for helper(s)
pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
horseSounds += // must be the same order as terrains (see EtrrainType);
soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
soundBase::horseSubterranean, soundBase::horseLava,
soundBase::horseWater, soundBase::horseRock;
};
void CSoundHandler::init()
{
CAudioBase::init();
if (initialized)
// Load sounds
sndh = new CSndHandler(std::string(DATA_DIR "/Data/Heroes3.snd"));
}
void CSoundHandler::release()
{
if (initialized) {
Mix_HaltChannel(-1);
delete sndh;
std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
for (it=soundChunks.begin(); it != soundChunks.end(); it++) {
if (it->second)
Mix_FreeChunk(it->second);
}
}
CAudioBase::release();
}
// Allocate an SDL chunk and cache it.
Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
{
// Find its name
boost::bimap<soundBase::soundID, std::string>::left_iterator it;
it = sounds.left.find(soundID);
if (it == sounds.left.end())
return NULL;
// Load and insert
int size;
const char *data = sndh->extract(it->second, size);
if (!data)
return NULL;
SDL_RWops *ops = SDL_RWFromConstMem(data, size);
Mix_Chunk *chunk;
chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
if (!chunk) {
tlog1 << "Unable to mix sound" << it->second << "(" << Mix_GetError() << ")" << std::endl;
return NULL;
}
soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
return chunk;
}
// Get a soundID given a filename
soundBase::soundID CSoundHandler::getSoundID(std::string &fileName)
{
boost::bimap<soundBase::soundID, std::string>::right_iterator it;
it = sounds.right.find(fileName);
if (it == sounds.right.end())
return soundBase::invalid;
else
return it->second;
}
void CSoundHandler::initCreaturesSounds(std::vector<CCreature> &creatures)
{
tlog5 << "\t\tReading config/cr_sounds.txt" << std::endl;
std::ifstream ifs(DATA_DIR "/config/cr_sounds.txt");
std::string line;
CBattleSounds.resize(creatures.size());
while(getline(ifs, line))
{
std::string cname="", attack="", defend="", killed="", move="",
shoot="", wince="", ext1="", ext2="";
std::istringstream str(line);
str >> cname >> attack >> defend >> killed >> move >> shoot >> wince >> ext1 >> ext2;
if (!line.size() || cname[0] == '#')
// That's a comment. Discard.
continue;
if (str.good() || (str.eof() && wince != ""))
{
int id = -1;
std::map<std::string,int>::iterator i = CGI->creh->nameToID.find(cname);
if(i != CGI->creh->nameToID.end())
id = i->second;
else
{
tlog1 << "Sound info for an unknown creature: " << cname << std::endl;
continue;
}
if (CBattleSounds[id].killed != soundBase::invalid)
tlog1 << "Creature << " << cname << " already has sounds" << std::endl;
CBattleSounds[id].attack = getSoundID(attack);
CBattleSounds[id].defend = getSoundID(defend);
CBattleSounds[id].killed = getSoundID(killed);
CBattleSounds[id].move = getSoundID(move);
CBattleSounds[id].shoot = getSoundID(shoot);
CBattleSounds[id].wince = getSoundID(wince);
CBattleSounds[id].ext1 = getSoundID(ext1);
CBattleSounds[id].ext2 = getSoundID(ext2);
// Special creatures
if (id == 55 || // Archdevil
id == 62 || // Vampire
id == 62) // Vampire Lord
{
CBattleSounds[id].startMoving = CBattleSounds[id].ext1;
CBattleSounds[id].endMoving = CBattleSounds[id].ext2;
}
}
}
ifs.close();
ifs.clear();
//commented to avoid spurious warnings
/*
// Find creatures without sounds
for(unsigned int i=0;i<creatures.size();i++)
{
// Note: this will exclude war machines, but it's better
// than nothing.
if (vstd::contains(CGI->creh->notUsedMonsters, i))
continue;
CCreature &c = creatures[i];
if (c.sounds.killed == soundBase::invalid)
tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
}*/
}
void CSoundHandler::initSpellsSounds(std::vector<CSpell> &spells)
{
tlog5 << "\t\tReading config/sp_sounds.txt" << std::endl;
std::ifstream ifs(DATA_DIR "/config/sp_sounds.txt");
std::string line;
while(getline(ifs, line))
{
int spellid;
std::string soundfile="";
std::istringstream str(line);
str >> spellid >> soundfile;
if (str.good() || (str.eof() && soundfile != ""))
{
CSpell &s = CGI->spellh->spells[spellid];
if (s.soundID != soundBase::invalid)
tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
s.soundID = getSoundID(soundfile);
}
}
ifs.close();
ifs.clear();
}
// Plays a sound, and return its channel so we can fade it out later
int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
{
if (!initialized)
return -1;
int channel;
Mix_Chunk *chunk = GetSoundChunk(soundID);
if (chunk)
{
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
} else {
channel = -1;
}
return channel;
}
// Helper. Randomly select a sound from an array and play it
int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
{
return playSound(sound_vec[rand() % sound_vec.size()]);
}
void CSoundHandler::stopSound( int handler )
{
if (initialized && handler != -1)
Mix_HaltChannel(handler);
}
// Sets the sound volume, from 0 (mute) to 100
void CSoundHandler::setVolume(unsigned int percent)
{
CAudioBase::setVolume(percent);
if (initialized)
Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
}
CMusicHandler::CMusicHandler(): currentMusic(NULL), nextMusic(NULL)
{
// Map music IDs
#define VCMI_MUSIC_ID(x) ( musicBase::x ,
#define VCMI_MUSIC_FILE(y) y )
musics = map_list_of
VCMI_MUSIC_LIST;
#undef VCMI_MUSIC_NAME
#undef VCMI_MUSIC_FILE
// Vector for helper
battleMusics += musicBase::combat1, musicBase::combat2,
musicBase::combat3, musicBase::combat4;
}
void CMusicHandler::init()
{
CAudioBase::init();
if (initialized)
Mix_HookMusicFinished(musicFinishedCallbackC);
}
void CMusicHandler::release()
{
if (initialized) {
Mix_HookMusicFinished(NULL);
musicMutex.lock();
if (currentMusic)
{
Mix_HaltMusic();
Mix_FreeMusic(currentMusic);
}
if (nextMusic)
Mix_FreeMusic(nextMusic);
musicMutex.unlock();
}
CAudioBase::release();
}
// Plays a music
// loop: -1 always repeats, 0=do not play, 1+=number of loops
void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
{
if (!initialized)
return;
std::string filename = DATA_DIR "/Mp3/";
filename += musics[musicID];
musicMutex.lock();
if (nextMusic)
{
// There's already a music queued, so remove it
Mix_FreeMusic(nextMusic);
nextMusic = NULL;
}
if (currentMusic)
{
// A music is already playing. Stop it and the callback will
// start the new one
nextMusic = LoadMUS(filename.c_str());
nextMusicLoop = loop;
Mix_FadeOutMusic(1000);
}
else
{
currentMusic = LoadMUS(filename.c_str());
PlayMusic(currentMusic,loop);
}
musicMutex.unlock();
}
// Helper. Randomly select a music from an array and play it
void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
{
playMusic(music_vec[rand() % music_vec.size()], loop);
}
// Stop and free the current music
void CMusicHandler::stopMusic(int fade_ms)
{
if (!initialized)
return;
musicMutex.lock();
if (currentMusic)
{
Mix_FadeOutMusic(fade_ms);
}
musicMutex.unlock();
}
// Sets the music volume, from 0 (mute) to 100
void CMusicHandler::setVolume(unsigned int percent)
{
CAudioBase::setVolume(percent);
if (initialized)
Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
}
// Called by SDL when a music finished.
void CMusicHandler::musicFinishedCallback(void)
{
musicMutex.lock();
if (currentMusic)
{
Mix_FreeMusic(currentMusic);
currentMusic = NULL;
}
if (nextMusic)
{
currentMusic = nextMusic;
nextMusic = NULL;
PlayMusic(currentMusic,nextMusicLoop);
}
musicMutex.unlock();
}
Mix_Music * CMusicHandler::LoadMUS(const char *file)
{
Mix_Music *ret = Mix_LoadMUS(file);
if(!ret) //load music and check for error
tlog1 << "Unable to load music file (" << file <<"). Error: " << Mix_GetError() << std::endl;
return ret;
}
int CMusicHandler::PlayMusic(Mix_Music *music, int loops)
{
int ret = Mix_PlayMusic(music, loops);
if(ret == -1)
tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
return ret;
}