mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-12 10:03:53 +02:00
8319e5e703
- merged CustomImagecComponent into SComponent - moved some subID-related code from CastleInterface
452 lines
11 KiB
C++
452 lines
11 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
|
|
|
|
// Vectors for helper
|
|
battleMusics += musicBase::combat1, musicBase::combat2,
|
|
musicBase::combat3, musicBase::combat4;
|
|
|
|
townMusics += musicBase::castleTown, musicBase::rampartTown,
|
|
musicBase::towerTown, musicBase::infernoTown,
|
|
musicBase::necroTown, musicBase::dungeonTown,
|
|
musicBase::strongHoldTown, musicBase::fortressTown,
|
|
musicBase::elemTown;
|
|
}
|
|
|
|
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;
|
|
}
|