mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New options to control Sector Steady Ambients:
ENABLE_SSA (default FALSE) VOLUME_SSA (default 50) DEBUG_SSA (default FALSE) Increased number of sound channels to 64. SoundPlay(): show more information when failed to play sound. PlayVoiceTaunt(): limit max number of voices to 99. vfs::String::as_utf16(): show original string if failed to convert. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8745 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -934,6 +934,9 @@ void LoadGameExternalOptions()
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gGameExternalOptions.gubMaxPercentNoiseSilencedSound = iniReader.ReadInteger("Sound Settings","MAX_PERCENT_NOISE_SILENCED_SOUND", 35, 0, 100 );
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gGameExternalOptions.fEnableTA = iniReader.ReadBoolean("Sound Settings", "ENABLE_TA", TRUE, false);
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gGameExternalOptions.ubVolumeTA = iniReader.ReadInteger("Sound Settings", "VOLUME_TA", 50, 1, 127);
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gGameExternalOptions.fEnableSSA = iniReader.ReadBoolean("Sound Settings", "ENABLE_SSA", false, false);
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gGameExternalOptions.fDebugSSA = iniReader.ReadBoolean("Sound Settings", "DEBUG_SSA", false, false);
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gGameExternalOptions.ubVolumeSSA = iniReader.ReadInteger("Sound Settings", "VOLUME_SSA", 50, 1, 127);
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//################# Tactical Interface Settings #################
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@@ -467,6 +467,9 @@ typedef struct
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UINT8 gubMaxPercentNoiseSilencedSound;
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BOOLEAN fEnableTA;
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UINT8 ubVolumeTA;
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BOOLEAN fEnableSSA;
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BOOLEAN fDebugSSA;
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UINT8 ubVolumeSSA;
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// WDS - Option to turn off stealing
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BOOLEAN fStealingDisabled;
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@@ -22,6 +22,9 @@
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#include "fmod.h"
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#include "fmod_errors.h"
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#include "sgp_logger.h"
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// sevenfm
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#include "message.h"
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#include "Sound Control.h"
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#endif
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// Uncomment this to disable the startup of sound hardware
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@@ -30,11 +33,8 @@
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// global settings
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#define SOUND_MAX_CACHED 128 // number of cache slots
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#ifdef JA2
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#define SOUND_MAX_CHANNELS 16 // number of mixer channels
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#else
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#define SOUND_MAX_CHANNELS 32 // number of mixer channels
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#endif
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// sevenfm: increased number of channels
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#define SOUND_MAX_CHANNELS 64
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// default memory limit
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#define SOUND_DEFAULT_MEMORY (8048*1024)
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@@ -292,24 +292,38 @@ UINT32 SoundPlay(STR pFilename, SOUNDPARMS *pParms)
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{
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UINT32 uiSample, uiChannel;
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if( fSoundSystemInit )
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if (fSoundSystemInit)
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{
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if( !SoundPlayStreamed(pFilename) )
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if (!SoundPlayStreamed(pFilename))
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{
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if((uiSample=SoundLoadSample(pFilename))!=NO_SAMPLE)
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if ((uiSample = SoundLoadSample(pFilename)) != NO_SAMPLE)
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{
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if((uiChannel=SoundGetFreeChannel())!=SOUND_ERROR)
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if ((uiChannel = SoundGetFreeChannel()) != SOUND_ERROR)
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{
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return(SoundStartSample(uiSample, uiChannel, pParms));
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}
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else
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{
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SoundLog((CHAR8 *)String("Could not get free channel, uiChannel = %d", uiChannel));
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}
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}
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else
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{
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SoundLog((CHAR8 *)String("Could not load sample, uiSample = %d", uiSample));
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}
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}
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else
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{
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//Trying to play a sound which is bigger then the 'guiSoundCacheThreshold'
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FastDebugMsg(String("SoundPlay: ERROR: Trying to play %s sound is too lardge to load into cache, use SoundPlayStreamedFile() instead\n", pFilename ) );
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FastDebugMsg(String("SoundPlay: ERROR: Trying to play %s sound is too large to load into cache, use SoundPlayStreamedFile() instead\n", pFilename));
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SoundLog((CHAR8 *)String("SoundPlay: ERROR: Trying to play %s sound is too large to load into cache, use SoundPlayStreamedFile() instead\n", pFilename));
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}
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}
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else
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{
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SoundLog((CHAR8 *)String("SoundSystemInit FALSE"));
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}
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return(SOUND_ERROR);
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}
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@@ -848,10 +862,12 @@ UINT32 uiChannel, uiSample;
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uiSample=pSoundList[uiChannel].uiSample;
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// if this was a random sample, decrease the iteration count
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if ( (uiSample != -1) && (pSampleList[uiSample].uiFlags&SAMPLE_RANDOM) )
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if (uiSample != -1 && (pSampleList[uiSample].uiFlags & SAMPLE_RANDOM))
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{
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SoundStopIndex(uiChannel);
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}
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}
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}
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// Unlock all random sounds so they can be dumped from the cache, and
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// take the random flag off so they won't be serviced/played
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@@ -1481,8 +1497,7 @@ UINT32 uiSoundID;
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// Loop
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if((pParms!=NULL) && (pParms->uiLoop!=SOUND_PARMS_DEFAULT))
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{
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// If looping infinately, lock the sample so it can't be unloaded
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// and mark it as a looping sound
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// If looping infinitely, lock the sample so it can't be unloaded and mark it as a looping sound
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if(pParms->uiLoop==0)
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{
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pSampleList[uiSample].uiFlags|=SAMPLE_LOCKED;
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@@ -2271,7 +2271,7 @@ BOOLEAN PlayVoiceTaunt(SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTa
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// count possible voices
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UINT8 ubVoiceCount;
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for (ubVoiceCount = 1; ubVoiceCount <= 100; ubVoiceCount++)
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for (ubVoiceCount = 1; ubVoiceCount < 100; ubVoiceCount++)
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{
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sprintf(buf, "%s%02d", filename, ubVoiceCount);
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strcat(buf, "\\alert.ogg");
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+323
-14
@@ -13,7 +13,16 @@
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#include "Ambient Control.h"
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#include "lighting.h"
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#include "Random.h"
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#include "SmokeEffects.h" // sevenfm
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// sevenfm
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#include "SmokeEffects.h"
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#include "message.h"
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#include "Overhead.h"
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#include "strategicmap.h"
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#include "Strategic Movement.h"
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#include "Game Clock.h"
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#include "Queen Command.h"
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#include "undergroundinit.h"
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#include "strategic mines.h"
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#endif
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AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
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@@ -24,6 +33,10 @@ UINT32 guiAmbientFire = NO_SAMPLE;
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UINT8 gubAmbientFutureFireVolume = 0;
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UINT32 guiFireAmbientLastUpdate = 0;
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extern STR8 pVertStrings[];
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extern STR8 pHortStrings[];
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extern CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT];
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UINT8 gubCurrentSteadyStateAmbience = SSA_NONE;
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UINT8 gubCurrentSteadyStateSound = 0;
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UINT32 guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
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@@ -255,7 +268,7 @@ UINT32 SetupNewAmbientSound( UINT32 uiAmbientID )
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UINT32 StartSteadyStateAmbient( UINT32 ubVolume, UINT32 ubLoops)
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{
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SOUNDPARMS spParms;
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SOUNDPARMS spParms;
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memset(&spParms, 0xff, sizeof(SOUNDPARMS));
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@@ -263,12 +276,12 @@ SOUNDPARMS spParms;
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spParms.uiLoop = ubLoops;
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spParms.uiPriority=GROUP_AMBIENT;
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return(SoundPlay( gSteadyStateAmbientTable[ gubCurrentSteadyStateAmbience ].zSoundNames[ gubCurrentSteadyStateSound ], &spParms ) );
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return(SoundPlay(gSteadyStateAmbientTable[gubCurrentSteadyStateAmbience].zSoundNames[gubCurrentSteadyStateSound], &spParms));
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}
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BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
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BOOLEAN SetSteadyStateAmbience(UINT8 ubAmbience)
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{
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BOOLEAN fInNight = FALSE;
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INT32 cnt;
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@@ -276,22 +289,24 @@ BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
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UINT8 ubChosenSound;
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// Stop all ambients...
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if ( guiCurrentSteadyStateSoundHandle != NO_SAMPLE )
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if (guiCurrentSteadyStateSoundHandle != NO_SAMPLE)
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{
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SoundStop( guiCurrentSteadyStateSoundHandle );
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SoundStop(guiCurrentSteadyStateSoundHandle);
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guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
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}
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// Determine what time of day we are in ( day/night)
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if( gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
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if (gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
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{
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fInNight = TRUE;
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}
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// loop through listing to get num sounds...
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for ( cnt = ( fInNight * 4 ); cnt < ( NUM_SOUNDS_PER_TIMEFRAME / 2 ); cnt++ )
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// sevenfm: bugfix for night ambients
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for (cnt = fInNight * 4; cnt < fInNight * 4 + NUM_SOUNDS_PER_TIMEFRAME / 2; cnt++)
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//for (cnt = (fInNight * 4); cnt < (NUM_SOUNDS_PER_TIMEFRAME / 2); cnt++)
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{
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if ( gSteadyStateAmbientTable[ ubAmbience ].zSoundNames[ cnt ][ 0 ] == 0 )
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if (gSteadyStateAmbientTable[ubAmbience].zSoundNames[cnt][0] == 0)
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{
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break;
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}
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@@ -299,21 +314,21 @@ BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
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ubNumSounds++;
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}
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if ( ubNumSounds == 0 )
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if (ubNumSounds == 0)
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{
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return( FALSE );
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return(FALSE);
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}
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// Pick one
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ubChosenSound = (UINT8) Random( ubNumSounds );
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ubChosenSound = (UINT8)Random(ubNumSounds);
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// Set!
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gubCurrentSteadyStateAmbience = ubAmbience;
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gubCurrentSteadyStateSound = ubChosenSound;
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guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient( LOWVOLUME, 0 );
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guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient(LOWVOLUME, 0);
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return( TRUE );
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return(TRUE);
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}
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void UpdateFireAmbient(void)
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@@ -419,3 +434,297 @@ void StartFireAmbient(void)
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//guiAmbientFire = SoundPlay( zFileName, &spParms );
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guiAmbientFire = SoundPlayStreamedFile(filename, &spParms);
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}
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#define MAX_SSA_SOUNDS 10
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void SetSSA(void)
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{
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BOOLEAN fNight = FALSE;
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BOOLEAN fCombat = FALSE;
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UINT8 ubNumSounds = 0;
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UINT8 ubChosenSound;
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CHAR8 filename[1024];
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CHAR16 name16[1024];
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CHAR8 SectorName[1024];
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CHAR8 TownName[1024];
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CHAR8 GenericName[1024];
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CHAR8 UnderGround[1024];
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BOOLEAN fUnderground = FALSE;
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SGPFILENAME zFileName;
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UINT8 ubSectorID;
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SOUNDPARMS spParms;
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SECTORINFO *pSector = NULL;
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UNDERGROUND_SECTORINFO *pUnderground;
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CHAR16 zString[1024];
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UINT16 usTownSectorIndex;
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BOOLEAN fFoundSAM = FALSE;
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UINT8 ubMineIndex;
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MINE_STATUS_TYPE *pMineStatus;
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memset(TownName, 0, 1024 * sizeof(char));
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memset(name16, 0, 1024 * sizeof(wchar_t));
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// Stop all ambients...
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if (guiCurrentSteadyStateSoundHandle != NO_SAMPLE)
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{
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SoundStop(guiCurrentSteadyStateSoundHandle);
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guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
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}
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if (!gGameExternalOptions.fEnableSSA)
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{
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return;
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}
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// no ambients in the rain
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if (GetWeatherInCurrentSector() != WEATHER_FORECAST_NORMAL)
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{
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return;
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}
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// Determine what time of day we are in ( day/night)
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if (gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
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{
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fNight = TRUE;
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}
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// determine combat state
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if( gTacticalStatus.uiFlags & INCOMBAT)// || NumCapableEnemyInSector( ) || HostileZombiesPresent() )
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{
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fCombat = TRUE;
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}
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// determine sector name
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UINT8 ubTownID = GetTownIdForSector(gWorldSectorX, gWorldSectorY);
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if (ubTownID != BLANK_SECTOR && gbWorldSectorZ == 0)
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{
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//wcstombs(TownName, pTownNames[ubTownID], wcslen(pTownNames[ubTownID])+1);
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wcstombs(TownName, pTownNames[ubTownID], 1024 - 1);
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//ScreenMsg(FONT_ORANGE, MSG_INTERFACE, L"%s", pTownNames[ubTownID]);
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}
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// check sector file
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sprintf(SectorName, "%s%s", pVertStrings[gWorldSectorY], pHortStrings[gWorldSectorX]);
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// determine underground
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if (gbWorldSectorZ > 0)
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{
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fUnderground = TRUE;
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}
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// determine town name
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// check town file
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// determine generic name
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// check generic file
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// prepare name
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strcpy(filename, "Sounds\\SSA\\");
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strcat(filename, SectorName);
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if (fUnderground)
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{
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sprintf(UnderGround, "u%d", gbWorldSectorZ + 1);
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strcat(filename, UnderGround);
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}
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strcat(filename, "_");
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if (!fUnderground)
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{
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if (fNight)
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strcat(filename, "night_");
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else
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strcat(filename, "day_");
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}
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// find number of files
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ubNumSounds = 0;
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for (UINT8 i = 1; i <= MAX_SSA_SOUNDS; i++)
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{
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sprintf(zFileName, "%s%d.ogg", filename, i);
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if (!FileExists(zFileName))
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break;
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else
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ubNumSounds++;
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}
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// check town name
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if (ubNumSounds == 0 && !fUnderground && ubTownID != BLANK_SECTOR)
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{
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// prepare name
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strcpy(filename, "Sounds\\SSA\\");
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strcat(filename, TownName);
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strcat(filename, "_");
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if (fNight)
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strcat(filename, "night_");
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else
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strcat(filename, "day_");
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// find number of files
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ubNumSounds = 0;
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for (UINT8 i = 1; i <= MAX_SSA_SOUNDS; i++)
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{
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sprintf(zFileName, "%s%d.ogg", filename, i);
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if (!FileExists(zFileName))
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break;
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else
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ubNumSounds++;
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}
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}
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|
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// check generic name
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if (ubNumSounds == 0)
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{
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ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
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|
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// underground sectors
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if (fUnderground)
|
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{
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strcpy(GenericName, "");
|
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|
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for (ubMineIndex = 0; ubMineIndex < MAX_NUMBER_OF_MINES; ubMineIndex++)
|
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{
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// pMineStatus = &(gMineStatus[ ubMineIndex ]);
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if (gMineStatus[ubMineIndex].sSectorX == gWorldSectorX && gMineStatus[ubMineIndex].sSectorY == gWorldSectorY)
|
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{
|
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if (gMineStatus[ubMineIndex].fEmpty)
|
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{
|
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strcpy(GenericName, "EmptyMine");
|
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}
|
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else
|
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{
|
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strcpy(GenericName, "Mine");
|
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}
|
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break;
|
||||
}
|
||||
}
|
||||
}
|
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else if (ubTownID != BLANK_SECTOR)
|
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{
|
||||
// always use town if defined
|
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strcpy(GenericName, "Town");
|
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}
|
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else
|
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{
|
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usTownSectorIndex = SECTOR(gWorldSectorX, gWorldSectorY);
|
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|
||||
// Test for known SAM Site at this location
|
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for (UINT16 x = 0; x < MAX_NUMBER_OF_SAMS; x++)
|
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{
|
||||
if (pSamList[x] == usTownSectorIndex) // && fSamSiteFound[ x ]
|
||||
{
|
||||
fFoundSAM = TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (fFoundSAM)
|
||||
{
|
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strcpy(GenericName, "SAM");
|
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}
|
||||
else
|
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{
|
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// make generic name from <Here> movement type in MovementCosts.xml
|
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switch (SectorInfo[ubSectorID].ubTraversability[THROUGH_STRATEGIC_MOVE])
|
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{
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case TOWN:
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strcpy(GenericName, "Town");
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break;
|
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case SAND:
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case SAND_ROAD:
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strcpy(GenericName, "Desert");
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break;
|
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case FARMLAND:
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case FARMLAND_ROAD:
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strcpy(GenericName, "Farmland");
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break;
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case PLAINS:
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case PLAINS_ROAD:
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case ROAD:
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strcpy(GenericName, "Plains");
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break;
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break;
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case HILLS:
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case HILLS_ROAD:
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strcpy(GenericName, "Hills");
|
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break;
|
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case SPARSE:
|
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case SPARSE_ROAD:
|
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case DENSE:
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case DENSE_ROAD:
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strcpy(GenericName, "Forest");
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break;
|
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case SWAMP:
|
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case SWAMP_ROAD:
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strcpy(GenericName, "Swamp");
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break;
|
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case TROPICS:
|
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case TROPICS_ROAD:
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strcpy(GenericName, "Tropical");
|
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break;
|
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case WATER:
|
||||
strcpy(GenericName, "Water");
|
||||
break;
|
||||
case NS_RIVER:
|
||||
case EW_RIVER:
|
||||
strcpy(GenericName, "River");
|
||||
break;
|
||||
case COASTAL:
|
||||
case COASTAL_ROAD:
|
||||
strcpy(GenericName, "Coastal");
|
||||
break;
|
||||
default:
|
||||
strcpy(GenericName, "");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// prepare name
|
||||
strcpy(filename, "Sounds\\SSA\\");
|
||||
strcat(filename, GenericName);
|
||||
strcat(filename, "_");
|
||||
if (!fUnderground)
|
||||
{
|
||||
if (fNight)
|
||||
strcat(filename, "night_");
|
||||
else
|
||||
strcat(filename, "day_");
|
||||
}
|
||||
|
||||
// find number of files
|
||||
ubNumSounds = 0;
|
||||
for (UINT8 i = 1; i <= MAX_SSA_SOUNDS; i++)
|
||||
{
|
||||
sprintf(zFileName, "%s%d.ogg", filename, i);
|
||||
|
||||
if (!FileExists(zFileName))
|
||||
break;
|
||||
else
|
||||
ubNumSounds++;
|
||||
}
|
||||
}
|
||||
|
||||
if (ubNumSounds == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// pick random file
|
||||
ubChosenSound = (guiHour % ubNumSounds) + 1;
|
||||
//ubChosenSound = Random(ubNumSounds) + 1;
|
||||
|
||||
// make a file name
|
||||
sprintf(zFileName, "%s%d.ogg", filename, ubChosenSound);
|
||||
|
||||
// start sound
|
||||
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
|
||||
//spParms.uiVolume = CalculateSoundEffectsVolume( LOWVOLUME );
|
||||
spParms.uiVolume = gGameExternalOptions.ubVolumeSSA; // default is LOWVOLUME
|
||||
spParms.uiLoop = 0;
|
||||
spParms.uiPriority = GROUP_AMBIENT;
|
||||
|
||||
//guiCurrentSteadyStateSoundHandle = SoundPlay( zFileName, &spParms );
|
||||
guiCurrentSteadyStateSoundHandle = SoundPlayStreamedFile(zFileName, &spParms);
|
||||
}
|
||||
@@ -17,6 +17,7 @@ extern AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
|
||||
extern INT16 gsNumAmbData;
|
||||
|
||||
BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience );
|
||||
void SetSSA(void);
|
||||
|
||||
void UpdateFireAmbient(void);
|
||||
void StopFireAmbient(void);
|
||||
|
||||
@@ -185,12 +185,17 @@ vfs::String::str_t vfs::String::as_utf16(const char* str)
|
||||
}
|
||||
void vfs::String::as_utf16(const char* str, vfs::String::str_t &str16)
|
||||
{
|
||||
wchar_t buf16[1024];
|
||||
|
||||
if(str == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
try
|
||||
{
|
||||
memset(buf16, 0, 1024 * sizeof(wchar_t));
|
||||
mbstowcs(buf16, str, 1024 - 1);
|
||||
|
||||
::size_t len = strlen(str);
|
||||
::size_t d = utf8::distance(str,str+len);
|
||||
if(d > 0)
|
||||
@@ -202,7 +207,8 @@ void vfs::String::as_utf16(const char* str, vfs::String::str_t &str16)
|
||||
catch(utf8::invalid_utf8& ex)
|
||||
{
|
||||
utf8::uint8_t c = ex.utf8_octet();
|
||||
VFS_THROW( _BS(L"Invalid UTF8 character '") << (wchar_t)c << L"'=" << (unsigned char)c << _BS::wget );
|
||||
//VFS_THROW( _BS(L"Invalid UTF8 character '") << (wchar_t)c << L"'=" << (unsigned char)c << _BS::wget );
|
||||
VFS_THROW(_BS(L"Invalid UTF8 character '") << (wchar_t)c << L"'=" << (unsigned char)c << L" str16:" << buf16 << _BS::wget);
|
||||
}
|
||||
catch(utf8::not_enough_room &ex)
|
||||
{
|
||||
|
||||
+19
-1
@@ -520,6 +520,9 @@ void SetPendingNewScreen( UINT32 uiNewScreen )
|
||||
extern UINT32 guiRainLoop;
|
||||
// end rain
|
||||
|
||||
// sevenfm
|
||||
extern UINT32 guiCurrentSteadyStateSoundHandle;
|
||||
|
||||
// Gets called when the screen changes, place any needed in code in here
|
||||
void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
|
||||
{
|
||||
@@ -541,8 +544,23 @@ void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
|
||||
}
|
||||
// end rain
|
||||
|
||||
if (uiNewScreen != MSG_BOX_SCREEN)
|
||||
// sevenfm: start/stop SSA
|
||||
if (uiNewScreen == GAME_SCREEN)
|
||||
{
|
||||
// check that no sound is playing currently
|
||||
if (guiCurrentSteadyStateSoundHandle == NO_SAMPLE)
|
||||
{
|
||||
SetSSA();
|
||||
}
|
||||
}
|
||||
else if (uiNewScreen != MSG_BOX_SCREEN)
|
||||
{
|
||||
// Stop SSA
|
||||
if (guiCurrentSteadyStateSoundHandle != NO_SAMPLE)
|
||||
{
|
||||
SoundStop(guiCurrentSteadyStateSoundHandle);
|
||||
guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
|
||||
}
|
||||
// stop ambients
|
||||
StopFireAmbient();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user