mirror of
https://github.com/vcmi/vcmi.git
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ae3fa69134
* changed some CDefHandlers to CDefEssential (the second is less memory consuming) * minor changes
445 lines
10 KiB
C++
445 lines
10 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 "CCreatureHandler.h"
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#include "CSpellHandler.h"
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#include "../client/CGameInfo.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 musicFinishedCallbackC(void) {
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CGI->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: %s!!!" << 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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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(): sndh(NULL)
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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 EtrrainType);
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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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};
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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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// Load sounds
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sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
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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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Mix_HaltChannel(-1);
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delete sndh;
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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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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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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(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(std::vector<CCreature> &creatures)
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{
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tlog5 << "\t\tReading config/cr_sounds.txt" << std::endl;
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std::ifstream ifs("config/cr_sounds.txt");
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std::string line;
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while(getline(ifs, line))
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{
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std::string cname="", attack="", defend="", killed="", move="",
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shoot="", wince="", ext1="", ext2="";
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std::istringstream str(line);
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str >> cname >> attack >> defend >> killed >> move >> shoot >> wince >> ext1 >> ext2;
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if (cname[0] == '#')
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// That's a comment. Discard.
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continue;
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if (str.good() || (str.eof() && wince != ""))
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{
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int id = -1;
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std::map<std::string,int>::iterator i = CGI->creh->nameToID.find(cname);
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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: " << cname << std::endl;
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continue;
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}
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CCreature &c = creatures[id];
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if (c.sounds.killed != soundBase::invalid)
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tlog1 << "Creature << " << cname << " already has sounds" << std::endl;
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c.sounds.attack = getSoundID(attack);
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c.sounds.defend = getSoundID(defend);
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c.sounds.killed = getSoundID(killed);
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c.sounds.move = getSoundID(move);
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c.sounds.shoot = getSoundID(shoot);
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c.sounds.wince = getSoundID(wince);
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c.sounds.ext1 = getSoundID(ext1);
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c.sounds.ext2 = getSoundID(ext2);
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// Special creatures
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if (c.idNumber == 55 || // Archdevil
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c.idNumber == 62 || // Vampire
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c.idNumber == 62) // Vampire Lord
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{
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c.sounds.startMoving = c.sounds.ext1;
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c.sounds.endMoving = c.sounds.ext2;
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}
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}
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}
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ifs.close();
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ifs.clear();
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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(std::vector<CSpell> &spells)
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{
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tlog5 << "\t\tReading config/sp_sounds.txt" << std::endl;
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std::ifstream ifs("config/sp_sounds.txt");
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std::string line;
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while(getline(ifs, line))
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{
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int spellid;
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std::string soundfile="";
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std::istringstream str(line);
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str >> spellid >> soundfile;
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if (str.good() || (str.eof() && soundfile != ""))
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{
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CSpell &s = CGI->spellh->spells[spellid];
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if (s.soundID != soundBase::invalid)
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tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
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s.soundID = getSoundID(soundfile);
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}
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}
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ifs.close();
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ifs.clear();
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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 << std::endl;
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} else {
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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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CMusicHandler::CMusicHandler(): currentMusic(NULL), nextMusic(NULL)
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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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// Vector for helper
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battleMusics += musicBase::combat1, musicBase::combat2,
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musicBase::combat3, musicBase::combat4;
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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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Mix_HookMusicFinished(NULL);
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musicMutex.lock();
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if (currentMusic)
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{
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Mix_HaltMusic();
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Mix_FreeMusic(currentMusic);
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}
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if (nextMusic)
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Mix_FreeMusic(nextMusic);
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musicMutex.unlock();
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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 (!initialized)
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return;
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std::string filename = DATA_DIR "Mp3" PATHSEPARATOR;
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filename += musics[musicID];
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musicMutex.lock();
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if (nextMusic)
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{
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// There's already a music queued, so remove it
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Mix_FreeMusic(nextMusic);
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nextMusic = NULL;
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}
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if (currentMusic)
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{
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// A music is already playing. Stop it and the callback will
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// start the new one
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nextMusic = LoadMUS(filename.c_str());
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nextMusicLoop = loop;
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Mix_FadeOutMusic(1000);
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}
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else
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{
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currentMusic = LoadMUS(filename.c_str());
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PlayMusic(currentMusic,loop);
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}
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musicMutex.unlock();
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}
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// Helper. Randomly select a music from an array and play it
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void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
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{
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playMusic(music_vec[rand() % music_vec.size()], loop);
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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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musicMutex.lock();
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if (currentMusic)
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{
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Mix_FadeOutMusic(fade_ms);
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}
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musicMutex.unlock();
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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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musicMutex.lock();
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if (currentMusic)
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{
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Mix_FreeMusic(currentMusic);
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currentMusic = NULL;
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}
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if (nextMusic)
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{
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currentMusic = nextMusic;
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nextMusic = NULL;
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PlayMusic(currentMusic,nextMusicLoop);
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}
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musicMutex.unlock();
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}
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Mix_Music * CMusicHandler::LoadMUS(const char *file)
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{
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Mix_Music *ret = Mix_LoadMUS(file);
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if(!ret) //load music and check for error
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tlog1 << "Unable to load music file (" << file <<"). Error: " << Mix_GetError() << std::endl;
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return ret;
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}
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int CMusicHandler::PlayMusic(Mix_Music *music, int loops)
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{
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int ret = Mix_PlayMusic(music, loops);
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if(ret == -1)
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tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
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return ret;
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} |