mirror of
https://github.com/vcmi/vcmi.git
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a8a437ccb0
Fixed a few typos in buildings.json.
535 lines
13 KiB
C++
535 lines
13 KiB
C++
#include "../stdafx.h"
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#include <sstream>
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#include <boost/assign/std/vector.hpp>
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#include <boost/assign/list_of.hpp>
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#include <boost/bimap.hpp>
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#include <SDL_mixer.h>
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#include "CSndHandler.h"
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#include "CMusicHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "../client/CGameInfo.h"
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#include "../lib/JsonNode.h"
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/*
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* CMusicHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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using namespace boost::assign;
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static boost::bimap<soundBase::soundID, std::string> sounds;
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// Not pretty, but there's only one music handler object in the game.
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static void soundFinishedCallbackC(int channel)
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{
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CCS->soundh->soundFinishedCallback(channel);
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}
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static void musicFinishedCallbackC(void)
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{
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CCS->musich->musicFinishedCallback();
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}
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void CAudioBase::init()
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{
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if (initialized)
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return;
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
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{
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tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
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return;
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}
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initialized = true;
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}
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void CAudioBase::release()
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{
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if (initialized)
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{
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Mix_CloseAudio();
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initialized = false;
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}
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}
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void CAudioBase::setVolume(unsigned int percent)
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{
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if (percent > 100)
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percent = 100;
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volume = percent;
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}
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CSoundHandler::CSoundHandler()
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{
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// Map sound names
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#define VCMI_SOUND_NAME(x) ( soundBase::x,
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#define VCMI_SOUND_FILE(y) #y )
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sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
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VCMI_SOUND_LIST;
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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// Vectors for helper(s)
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pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
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soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
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horseSounds += // must be the same order as terrains (see EterrainType);
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soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
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soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
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soundBase::horseSubterranean, soundBase::horseLava,
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soundBase::horseWater, soundBase::horseRock;
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battleIntroSounds += soundBase::battle00, soundBase::battle01,
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soundBase::battle02, soundBase::battle03, soundBase::battle04,
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soundBase::battle05, soundBase::battle06, soundBase::battle07;
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};
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void CSoundHandler::init()
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{
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CAudioBase::init();
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if (initialized)
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{
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// Load sounds
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sndh.add_file(std::string(DATA_DIR "/Data/Heroes3.snd"));
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sndh.add_file(std::string(DATA_DIR "/Data/Heroes3-cd2.snd"), false);
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sndh.add_file(std::string(DATA_DIR "/Data/H3ab_ahd.snd"));
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Mix_ChannelFinished(soundFinishedCallbackC);
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}
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}
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void CSoundHandler::release()
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{
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if (initialized)
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{
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Mix_HaltChannel(-1);
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std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
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for (it=soundChunks.begin(); it != soundChunks.end(); it++)
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{
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if (it->second)
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Mix_FreeChunk(it->second);
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}
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}
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CAudioBase::release();
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}
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// Allocate an SDL chunk and cache it.
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Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
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{
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// Find its name
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boost::bimap<soundBase::soundID, std::string>::left_iterator it;
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it = sounds.left.find(soundID);
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if (it == sounds.left.end())
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return NULL;
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// Load and insert
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int size;
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const char *data = sndh.extract(it->second, size);
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if (!data)
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return NULL;
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SDL_RWops *ops = SDL_RWFromConstMem(data, size);
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Mix_Chunk *chunk;
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chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
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if (!chunk)
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{
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tlog1 << "Unable to mix sound" << it->second << "(" << Mix_GetError() << ")" << std::endl;
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return NULL;
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}
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soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
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return chunk;
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}
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// Get a soundID given a filename
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soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
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{
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boost::bimap<soundBase::soundID, std::string>::right_iterator it;
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it = sounds.right.find(fileName);
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if (it == sounds.right.end())
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return soundBase::invalid;
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else
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return it->second;
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}
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void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
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{
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tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
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class JsonNode config(DATA_DIR "/config/cr_sounds.json");
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CBattleSounds.resize(creatures.size());
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if (!config["creature_sounds"].isNull()) {
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const JsonVector &vector = config["creature_sounds"].Vector();
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for (JsonVector::const_iterator it = vector.begin(); it!=vector.end(); ++it) {
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const JsonNode &node = *it;
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const JsonNode *value;
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int id;
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value = &node["name"];
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bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
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if (i != CGI->creh->nameToID.end())
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id = i->second;
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else
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{
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tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
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continue;
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}
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/* This is a bit ugly. Maybe we should use an array for
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* sound ids instead of separate variables and define
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* attack/defend/killed/... as indexes. */
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#define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
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GET_SOUND_VALUE(attack);
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GET_SOUND_VALUE(defend);
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GET_SOUND_VALUE(killed);
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GET_SOUND_VALUE(move);
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GET_SOUND_VALUE(shoot);
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GET_SOUND_VALUE(wince);
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GET_SOUND_VALUE(ext1);
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GET_SOUND_VALUE(ext2);
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GET_SOUND_VALUE(startMoving);
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GET_SOUND_VALUE(endMoving);
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#undef GET_SOUND_VALUE
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}
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}
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//commented to avoid spurious warnings
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/*
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// Find creatures without sounds
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for(unsigned int i=0;i<creatures.size();i++)
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{
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// Note: this will exclude war machines, but it's better
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// than nothing.
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if (vstd::contains(CGI->creh->notUsedMonsters, i))
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continue;
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CCreature &c = creatures[i];
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if (c.sounds.killed == soundBase::invalid)
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tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
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}*/
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}
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void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
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{
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class JsonNode config(DATA_DIR "/config/sp_sounds.json");
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if (!config["spell_sounds"].isNull()) {
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const JsonVector &vector = config["spell_sounds"].Vector();
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for (JsonVector::const_iterator it = vector.begin(); it!=vector.end(); ++it) {
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const JsonNode &node = *it;
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int spellid = node["id"].Float();
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const CSpell *s = CGI->spellh->spells[spellid];
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if (vstd::contains(spellSounds, s))
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tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
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spellSounds[s] = getSoundID(node["soundfile"].String());
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}
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}
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}
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// Plays a sound, and return its channel so we can fade it out later
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int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
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{
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if (!initialized)
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return -1;
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int channel;
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Mix_Chunk *chunk = GetSoundChunk(soundID);
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if (chunk)
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{
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channel = Mix_PlayChannel(-1, chunk, repeats);
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if (channel == -1)
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tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
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else
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callbacks[channel];//insert empty callback
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}
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else
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{
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channel = -1;
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}
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return channel;
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}
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// Helper. Randomly select a sound from an array and play it
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int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
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{
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return playSound(sound_vec[rand() % sound_vec.size()]);
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}
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void CSoundHandler::stopSound( int handler )
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{
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if (initialized && handler != -1)
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Mix_HaltChannel(handler);
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}
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// Sets the sound volume, from 0 (mute) to 100
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void CSoundHandler::setVolume(unsigned int percent)
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{
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CAudioBase::setVolume(percent);
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if (initialized)
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Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
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}
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void CSoundHandler::setCallback(int channel, boost::function<void()> function)
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{
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std::map<int, boost::function<void()> >::iterator iter;
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iter = callbacks.find(channel);
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//channel not found. It may have finished so fire callback now
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if(iter == callbacks.end())
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function();
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else
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iter->second = function;
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}
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void CSoundHandler::soundFinishedCallback(int channel)
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{
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std::map<int, boost::function<void()> >::iterator iter;
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iter = callbacks.find(channel);
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assert(iter != callbacks.end());
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if (iter->second)
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iter->second();
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callbacks.erase(iter);
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}
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CMusicHandler::CMusicHandler()
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{
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// Map music IDs
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#define VCMI_MUSIC_ID(x) ( musicBase::x ,
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#define VCMI_MUSIC_FILE(y) y )
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musics = map_list_of
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VCMI_MUSIC_LIST;
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#undef VCMI_MUSIC_NAME
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#undef VCMI_MUSIC_FILE
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// Vectors for helper
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aiMusics += musicBase::AITheme0, musicBase::AITheme1, musicBase::AITheme2;
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battleMusics += musicBase::combat1, musicBase::combat2,
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musicBase::combat3, musicBase::combat4;
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townMusics += musicBase::castleTown, musicBase::rampartTown,
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musicBase::towerTown, musicBase::infernoTown,
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musicBase::necroTown, musicBase::dungeonTown,
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musicBase::strongHoldTown, musicBase::fortressTown,
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musicBase::elemTown;
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terrainMusics += musicBase::dirt, musicBase::sand, musicBase::grass,
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musicBase::snow, musicBase::swamp, musicBase::rough,
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musicBase::underground, musicBase::lava,musicBase::water;
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}
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void CMusicHandler::init()
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{
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CAudioBase::init();
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if (initialized)
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Mix_HookMusicFinished(musicFinishedCallbackC);
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}
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void CMusicHandler::release()
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{
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if (initialized)
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{
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boost::mutex::scoped_lock guard(musicMutex);
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Mix_HookMusicFinished(NULL);
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current.reset();
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next.reset();
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}
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CAudioBase::release();
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}
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// Plays a music
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// loop: -1 always repeats, 0=do not play, 1+=number of loops
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void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
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{
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if (current.get() != NULL && *current == musicID)
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return;
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queueNext(new MusicEntry(this, musicID, loop));
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}
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// Helper. Randomly plays tracks from music_vec
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void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
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{
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if (current.get() != NULL && *current == music_vec)
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return;
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queueNext(new MusicEntry(this, music_vec, loop));
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}
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void CMusicHandler::queueNext(MusicEntry *queued)
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{
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if (!initialized)
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return;
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boost::mutex::scoped_lock guard(musicMutex);
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next.reset(queued);
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if (current.get() != NULL)
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{
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current->stop(1000);
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}
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else
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{
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current = next;
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current->play();
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}
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}
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// Stop and free the current music
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void CMusicHandler::stopMusic(int fade_ms)
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{
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if (!initialized)
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return;
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boost::mutex::scoped_lock guard(musicMutex);
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if (current.get() != NULL)
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current->stop(fade_ms);
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next.reset();
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}
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// Sets the music volume, from 0 (mute) to 100
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void CMusicHandler::setVolume(unsigned int percent)
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{
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CAudioBase::setVolume(percent);
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if (initialized)
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Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
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}
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// Called by SDL when a music finished.
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void CMusicHandler::musicFinishedCallback(void)
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{
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boost::mutex::scoped_lock guard(musicMutex);
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if (current.get() != NULL)
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{
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//return if current music still not finished
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if (current->play())
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return;
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else
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current.reset();
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}
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if (current.get() == NULL && next.get() != NULL)
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{
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current = next;
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current->play();
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}
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}
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MusicEntry::MusicEntry(CMusicHandler *_owner, musicBase::musicID _musicID, int _loopCount):
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owner(_owner),
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music(NULL),
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loopCount(_loopCount)
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{
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load(_musicID);
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}
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MusicEntry::MusicEntry(CMusicHandler *_owner, std::vector<musicBase::musicID> &_musicVec, int _loopCount):
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currentID(musicBase::music_todo),
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owner(_owner),
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music(NULL),
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loopCount(_loopCount),
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musicVec(_musicVec)
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{
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//In this case music will be loaded only on playing - no need to call load() here
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}
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MusicEntry::~MusicEntry()
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{
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tlog5<<"Del-ing music file "<<filename<<"\n";
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if (music)
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Mix_FreeMusic(music);
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}
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void MusicEntry::load(musicBase::musicID ID)
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{
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currentID = ID;
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filename = DATA_DIR "/Mp3/";
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filename += owner->musics[ID];
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tlog5<<"Loading music file "<<filename<<"\n";
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if (music)
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Mix_FreeMusic(music);
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music = Mix_LoadMUS(filename.c_str());
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#ifdef _WIN32
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//The assertion will fail if old MSVC libraries pack .dll is used
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assert(Mix_GetMusicType(music) == MUS_MP3_MAD);
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#endif
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}
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bool MusicEntry::play()
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{
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tlog5<<"Playing music file "<<filename<<"\n";
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if (loopCount == 0)
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return false;
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if (loopCount > 0)
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loopCount--;
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if (!musicVec.empty())
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load(musicVec.at(rand() % musicVec.size()));
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if(Mix_PlayMusic(music, 1) == -1)
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{
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tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
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return false;
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}
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return true;
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}
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void MusicEntry::stop(int fade_ms)
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{
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tlog5<<"Stoping music file "<<filename<<"\n";
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loopCount = 0;
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Mix_FadeOutMusic(fade_ms);
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}
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bool MusicEntry::operator == (musicBase::musicID _musicID) const
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{
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return musicVec.empty() && currentID == _musicID;
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}
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bool MusicEntry::operator == (std::vector<musicBase::musicID> &_musicVec) const
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{
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return musicVec == _musicVec;
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}
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