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							- #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;
 
- }
 
 
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