//     ____                _       __               
//    / __ )____  _____   | |     / /___ ___________
//   / __  / __ \/ ___/   | | /| / / __ `/ ___/ ___/
//  / /_/ / /_/ (__  )    | |/ |/ / /_/ / /  (__  ) 
// /_____/\____/____/     |__/|__/\__,_/_/  /____/  
//                                              
//       A futuristic real-time strategy game.
//          This file is part of Bos Wars.
//
/**@name sound_id.cpp - The sound id. */
//
//      (c) Copyright 1998-2007 by Lutz Sammer and Fabrice Rossi
//
//      This program is free software; you can redistribute it and/or modify
//      it under the terms of the GNU General Public License as published by
//      the Free Software Foundation; only version 2 of the License.
//
//      This program is distributed in the hope that it will be useful,
//      but WITHOUT ANY WARRANTY; without even the implied warranty of
//      MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//      GNU General Public License for more details.
//
//      You should have received a copy of the GNU General Public License
//      along with this program; if not, write to the Free Software
//      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
//      02111-1307, USA.
//

//@{

/*----------------------------------------------------------------------------
--  Includes
----------------------------------------------------------------------------*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "stratagus.h"

#include <string>
#include <map>

#include "sound.h"
#include "sound_server.h"

/*----------------------------------------------------------------------------
--  Variables
----------------------------------------------------------------------------*/

static std::map<std::string, CSound *> SoundMap;

/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/

/**
**  Add a new mapping (sound name to sound id) in the hash table
**  Create a new mapping between a name and an already valid sound id.
**
**  @param name  Name of the sound (now freed by caller!).
**  @param id    Sound identifier.
*/
void MapSound(const std::string &name, CSound *id)
{
	SoundMap[name] = id;
}

/**
**  Maps a sound name to its id
**
**  @param name  Sound name.
**
**  @return      Sound identifier for this name.
*/
CSound *SoundForName(const std::string &name)
{
	Assert(!name.empty());

	CSound *result = SoundMap[name];
	if (!result) {
		DebugPrint("Can't find sound `%s' in sound table\n" _C_ name.c_str());
	}
	return result;
}

/**
**  Ask the sound server to register a sound and store the mapping
**  between its name and its id.
**  Register a sound group (or an unique sound if nb==1) and get the
**  corresponding sound id.
**
**  @param name  name of this sound group (Freed by caller).
**  @param file  list of sound file names
**  @param nb    number of sounds
**
**  @return      the sound id of the created group
*/
CSound *MakeSound(const std::string &name, const char *file[], int nb)
{
	CSound *sound;

	Assert(nb <= 255);

	sound = RegisterSound(file, nb);
	MapSound(name, sound);

	return sound;
}

/**
**  Ask the sound server to build a special sound group.
**
**  Register two sound groups together to make a special sound (for
**  selection). Return the corresponding id after registering it under a
**  given name.
**
**  @param name    the name of the group (handled by caller).
**  @param first   id of the first group
**  @param second  id of the second group
**
**  @return        Registered sound identifier.
*/
CSound *MakeSoundGroup(const std::string &name, CSound *first, CSound *second)
{
	CSound *sound;

	if ((sound = SoundMap[name])) {
		DebugPrint("re-register sound `%s'\n" _C_ name.c_str());
		return sound;
	}

	sound = RegisterTwoGroups(first, second);
	MapSound(name, sound);

	return sound;
}

#ifdef DEBUG
void FreeSounds()
{
	std::map<std::string, CSound *>::iterator i;
	for (i = SoundMap.begin(); i != SoundMap.end(); ++i) {
		delete (*i).second;
	}
}
#endif

//@}
