- Bugfix: Externalized Music (Music.lua) (by Jazz)

o Added missing:
6 - creature start battle  (CREATURE_BATTLE_xxx.wav or CREATURE_BATTLE_xxx.ogg)
7 - creepy music  (CREEPY_xxx.wav or CREEPY_xxx.ogg)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6296 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-08-20 08:33:32 +00:00
parent ab02106512
commit 643612540d
12 changed files with 133 additions and 3 deletions
+7
View File
@@ -29,6 +29,7 @@
#include "English.h"
#endif
#include "Music Control.h"
// max number of merc faces per row in autobandage box
#define NUMBER_MERC_FACES_AUTOBANDAGE_BOX 4
@@ -154,6 +155,12 @@ void BeginAutoBandage( )
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ BEGIN_AUTOBANDAGE_PROMPT_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BeginAutoBandageCallBack, NULL );
}
}
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
+5
View File
@@ -117,6 +117,11 @@ void ExitBoxing( void )
if ( CheckForEndOfCombatMode( FALSE ) )
{
EndTopMessage();
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
// Lock UI until we get out of the ring
+7
View File
@@ -7215,6 +7215,13 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
#endif
}
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
+7
View File
@@ -2652,7 +2652,14 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
PlayJA2SampleFromFile( "Sounds\\zombie1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
UseCreatureMusic(TRUE); // Madd: music when zombies rise
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
}
}
}