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- #ifndef __CMUSICHANDLER_H__
- #define __CMUSICHANDLER_H__
- #include <boost/thread/mutex.hpp>
- #include <boost/function.hpp>
- #include <memory>
- #include "CSoundBase.h"
- #include "CMusicBase.h"
- #include "../lib/CCreatureHandler.h"
- #include "CSndHandler.h"
- /*
- * CMusicHandler.h, 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
- *
- */
- class CSpell;
- struct _Mix_Music;
- typedef struct _Mix_Music Mix_Music;
- struct Mix_Chunk;
- // Sound infos for creatures in combat
- struct CreaturesBattleSounds {
- soundBase::soundID attack;
- soundBase::soundID defend;
- soundBase::soundID killed; // was killed or died
- soundBase::soundID move;
- soundBase::soundID shoot; // range attack
- soundBase::soundID wince; // attacked but did not die
- soundBase::soundID ext1; // creature specific extension
- soundBase::soundID ext2; // creature specific extension
- soundBase::soundID startMoving; // usually same as ext1
- soundBase::soundID endMoving; // usually same as ext2
- CreaturesBattleSounds(): attack(soundBase::invalid),
- defend(soundBase::invalid),
- killed(soundBase::invalid),
- move(soundBase::invalid),
- shoot(soundBase::invalid),
- wince(soundBase::invalid),
- ext1(soundBase::invalid),
- ext2(soundBase::invalid),
- startMoving(soundBase::invalid),
- endMoving(soundBase::invalid) {};
- };
- class CAudioBase {
- protected:
- bool initialized;
- int volume; // from 0 (mute) to 100
- public:
- CAudioBase(): initialized(false), volume(0) {};
- virtual void init() = 0;
- virtual void release() = 0;
- virtual void setVolume(unsigned int percent);
- unsigned int getVolume() { return volume; };
- };
- class CSoundHandler: public CAudioBase
- {
- private:
- CSndHandler sndh;
- soundBase::soundID getSoundID(const std::string &fileName);
- std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
- Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
- //have entry for every currently active channel
- //boost::function will be NULL if callback was not set
- std::map<int, boost::function<void()> > callbacks;
- public:
- CSoundHandler();
- void init();
- void release();
- void initCreaturesSounds(const std::vector<ConstTransitivePtr<CCreature> > &creatures);
- void initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells);
- void setVolume(unsigned int percent);
- // Sounds
- int playSound(soundBase::soundID soundID, int repeats=0);
- int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
- void stopSound(int handler);
- void setCallback(int channel, boost::function<void()> function);
- void soundFinishedCallback(int channel);
- std::vector <struct CreaturesBattleSounds> CBattleSounds;
- std::map<const CSpell*, soundBase::soundID> spellSounds;
- // Sets
- std::vector<soundBase::soundID> pickupSounds;
- std::vector<soundBase::soundID> horseSounds;
- std::vector<soundBase::soundID> battleIntroSounds;
- };
- // Helper
- #define battle_sound(creature,what_sound) CCS->soundh->CBattleSounds[(creature)->idNumber].what_sound
- class CMusicHandler;
- //Class for handling one music file
- class MusicEntry
- {
- std::string filename; //used only for debugging and console messages
- musicBase::musicID currentID;
- CMusicHandler *owner;
- Mix_Music *music;
- int loopCount;
- //if not empty - vector from which music will be randomly selected
- std::vector<musicBase::musicID> musicVec;
- void load(musicBase::musicID);
- public:
- bool operator == (musicBase::musicID musicID) const;
- bool operator == (std::vector<musicBase::musicID> &_musicVec) const;
- MusicEntry(CMusicHandler *owner, musicBase::musicID musicID, int _loopCount);
- MusicEntry(CMusicHandler *owner, std::vector<musicBase::musicID> &_musicVec, int _loopCount);
- ~MusicEntry();
- bool play();
- void stop(int fade_ms=0);
- };
- class CMusicHandler: public CAudioBase
- {
- private:
- // Because we use the SDL music callback, our music variables must
- // be protected
- boost::mutex musicMutex;
- std::auto_ptr<MusicEntry> current;
- std::auto_ptr<MusicEntry> next;
- void queueNext(MusicEntry *queued);
- public:
- CMusicHandler();
- void init();
- void release();
- void setVolume(unsigned int percent);
- // Musics
- std::map<musicBase::musicID, std::string> musics;
- std::vector<musicBase::musicID> aiMusics;
- std::vector<musicBase::musicID> battleMusics;
- std::vector<musicBase::musicID> townMusics;
- std::vector<musicBase::musicID> terrainMusics;
- void playMusic(musicBase::musicID musicID, int loop=1);
- void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
- void stopMusic(int fade_ms=1000);
- void musicFinishedCallback(void);
- };
- #endif // __CMUSICHANDLER_H__
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