mirror of
https://github.com/1dot13/source.git
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************************************************************
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+212
-174
@@ -14,27 +14,36 @@
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#include "fade screen.h"
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#endif
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extern int iScreenMode;
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//extern int iScreenMode;
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UINT32 uiMusicHandle=NO_SAMPLE;
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UINT32 uiMusicVolume=50;
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BOOLEAN fMusicPlaying=FALSE;
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BOOLEAN fMusicFadingOut=FALSE;
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BOOLEAN fMusicFadingIn=FALSE;
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static UINT32 uiMusicHandle = NO_SAMPLE;
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static BOOLEAN fMusicPlaying = FALSE;
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BOOLEAN gfMusicEnded = FALSE;
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static BOOLEAN fMusicFadingOut = FALSE;
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static BOOLEAN fMusicFadingIn = FALSE;
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static UINT32 uiMusicVolume = 50;
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UINT8 gubMusicMode = 0;
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UINT8 gubOldMusicMode = 0;
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static BOOLEAN gfMusicEnded = FALSE;
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INT8 gbVictorySongCount = 0;
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INT8 gbDeathSongCount = 0;
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static UINT8 gubMusicMode = 0;
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INT8 bNothingModeSong;
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INT8 bEnemyModeSong;
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INT8 bBattleModeSong;
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static UINT8 gubOldMusicMode = 0;
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static INT8 gbVictorySongCount = 0;
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static INT8 gbDeathSongCount = 0;
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static INT8 bNothingModeSong;
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static INT8 bEnemyModeSong;
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static INT8 bBattleModeSong;
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static BOOLEAN gfUseCreatureMusic = FALSE;
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static INT8 gbFadeSpeed = 1;
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static BOOLEAN gfDontRestartSong = FALSE;
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// unused
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//BOOLEAN gfForceMusicToTense = FALSE;
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INT8 gbFadeSpeed = 1;
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CHAR8 *szMusicList[NUM_MUSIC]=
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{
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@@ -55,39 +64,40 @@ CHAR8 *szMusicList[NUM_MUSIC]=
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"MUSIC\\creature battle.wav",
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};
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BOOLEAN gfForceMusicToTense = FALSE;
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BOOLEAN gfDontRestartSong = FALSE;
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BOOLEAN StartMusicBasedOnMode(void);
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void DoneFadeOutDueToEndMusic(void);
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void MusicStopCallback(void *pData);
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BOOLEAN MusicStop(void);
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BOOLEAN MusicFadeOut(void);
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BOOLEAN MusicFadeIn(void);
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BOOLEAN StartMusicBasedOnMode( );
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void DoneFadeOutDueToEndMusic( void );
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extern void HandleEndDemoInCreatureLevel( );
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//extern void HandleEndDemoInCreatureLevel( );
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//BOOLEAN NoEnemiesInSight( )
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//{
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// SOLDIERTYPE *pSoldier;
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// INT32 cnt;
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//
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// // Loop through our guys
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// // End the turn of player charactors
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// cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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//
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// // look for all mercs on the same team,
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// for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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// {
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// if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
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// {
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// if ( pSoldier->aiData.bOppCnt != 0 )
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// {
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// return( FALSE );
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// }
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// }
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// }
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//
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// return( TRUE );
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//}
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BOOLEAN NoEnemiesInSight( )
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{
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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// Loop through our guys
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// End the turn of player charactors
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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{
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
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{
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if ( pSoldier->aiData.bOppCnt != 0 )
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{
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return( FALSE );
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}
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}
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}
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return( TRUE );
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}
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void MusicStopCallback( void *pData );
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//********************************************************************************
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// MusicPlay
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@@ -109,28 +119,28 @@ BOOLEAN MusicPlay(UINT32 uiNum)
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MusicStop();
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memset(&spParms, 0xff, sizeof(SOUNDPARMS));
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spParms.uiPriority=PRIORITY_MAX;
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spParms.uiVolume=0;
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spParms.uiLoop=1; // Lesh: only 1 line added
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spParms.uiPriority = PRIORITY_MAX;
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spParms.uiVolume = 0;
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spParms.uiLoop = 1; // Lesh: only 1 line added
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spParms.EOSCallback = MusicStopCallback;
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "About to call SoundPlayStreamedFile" );
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uiMusicHandle=SoundPlayStreamedFile(szMusicList[uiNum], &spParms);
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uiMusicHandle = SoundPlayStreamedFile(szMusicList[uiNum], &spParms);
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if(uiMusicHandle!=SOUND_ERROR)
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if(uiMusicHandle != SOUND_ERROR)
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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gfMusicEnded = FALSE;
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fMusicPlaying=TRUE;
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gfMusicEnded = FALSE;
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fMusicPlaying = TRUE;
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MusicFadeIn();
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return(TRUE);
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return TRUE;
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}
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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return(FALSE);
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return FALSE;
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}
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//********************************************************************************
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@@ -149,32 +159,31 @@ BOOLEAN MusicSetVolume(UINT32 uiVolume)
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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//return FALSE;
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uiMusicVolume = __min(uiVolume, 127);
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uiMusicVolume=__min(uiVolume, 127);
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if(uiMusicHandle!=NO_SAMPLE)
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if(uiMusicHandle != NO_SAMPLE)
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{
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// get volume and if 0 stop music!
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if ( uiMusicVolume == 0 )
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{
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gfDontRestartSong = TRUE;
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MusicStop( );
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return( TRUE );
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}
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// get volume and if 0 stop music!
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if (uiMusicVolume == 0)
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{
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gfDontRestartSong = TRUE;
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MusicStop();
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return TRUE;
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}
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SoundSetVolume(uiMusicHandle, uiMusicVolume);
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return(TRUE);
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return TRUE;
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}
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// If here, check if we need to re-start music
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// Have we re-started?
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if ( uiMusicVolume > 0 && uiOldMusicVolume == 0 )
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if (uiMusicVolume > 0 && uiOldMusicVolume == 0)
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{
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StartMusicBasedOnMode( );
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StartMusicBasedOnMode();
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}
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return(FALSE);
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return FALSE;
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}
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//********************************************************************************
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@@ -187,7 +196,7 @@ BOOLEAN MusicSetVolume(UINT32 uiVolume)
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//********************************************************************************
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UINT32 MusicGetVolume(void)
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{
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return(uiMusicVolume);
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return uiMusicVolume;
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}
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//********************************************************************************
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@@ -198,25 +207,24 @@ UINT32 MusicGetVolume(void)
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// Returns: TRUE if the music was stopped, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicStop(void)
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static BOOLEAN MusicStop(void)
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{
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// WANNE: We want music in windowed mode
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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// return(FALSE);
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if(uiMusicHandle!=NO_SAMPLE)
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if(uiMusicHandle != NO_SAMPLE)
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music Stop %d %d", uiMusicHandle, gubMusicMode ) );
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SoundStop(uiMusicHandle);
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fMusicPlaying=FALSE;
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fMusicPlaying = FALSE;
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uiMusicHandle = NO_SAMPLE;
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return(TRUE);
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return TRUE;
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}
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music Stop %d %d", uiMusicHandle, gubMusicMode ) );
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return(FALSE);
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return FALSE;
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}
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//********************************************************************************
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@@ -227,14 +235,14 @@ BOOLEAN MusicStop(void)
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// Returns: TRUE if the music has begun fading, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicFadeOut(void)
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static BOOLEAN MusicFadeOut(void)
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{
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if(uiMusicHandle!=NO_SAMPLE)
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if(uiMusicHandle != NO_SAMPLE)
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{
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fMusicFadingOut=TRUE;
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return(TRUE);
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fMusicFadingOut = TRUE;
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return TRUE;
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}
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return(FALSE);
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return FALSE;
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}
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//********************************************************************************
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@@ -245,14 +253,14 @@ BOOLEAN MusicFadeOut(void)
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// Returns: TRUE if the music has begun fading in, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicFadeIn(void)
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static BOOLEAN MusicFadeIn(void)
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{
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if(uiMusicHandle!=NO_SAMPLE)
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if(uiMusicHandle != NO_SAMPLE)
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{
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fMusicFadingIn=TRUE;
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return(TRUE);
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fMusicFadingIn = TRUE;
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return TRUE;
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}
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return(FALSE);
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return FALSE;
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}
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//********************************************************************************
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@@ -264,7 +272,7 @@ BOOLEAN MusicFadeIn(void)
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// Returns: TRUE always
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//
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//********************************************************************************
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BOOLEAN MusicPoll( BOOLEAN fForce )
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BOOLEAN MusicPoll(BOOLEAN /*fForce*/)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll");
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@@ -281,99 +289,96 @@ BOOLEAN MusicPoll( BOOLEAN fForce )
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Handle Sound every sound overhead time");
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// Handle Sound every sound overhead time....
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if ( COUNTERDONE( MUSICOVERHEAD ) )
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if (COUNTERDONE(MUSICOVERHEAD))
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Reset counter");
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Reset counter");
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// Reset counter
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RESETCOUNTER( MUSICOVERHEAD );
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RESETCOUNTER(MUSICOVERHEAD);
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if(fMusicFadingIn)
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if (fMusicFadingIn)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music fading in");
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if(uiMusicHandle!=NO_SAMPLE)
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if(uiMusicHandle != NO_SAMPLE)
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{
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iVol=SoundGetVolume(uiMusicHandle);
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iVol=__min( (INT32)uiMusicVolume, iVol+gbFadeSpeed );
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iVol = SoundGetVolume(uiMusicHandle);
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iVol = __min( (INT32)uiMusicVolume, iVol+gbFadeSpeed );
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SoundSetVolume(uiMusicHandle, iVol);
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if(iVol==(INT32)uiMusicVolume)
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if(iVol == (INT32)uiMusicVolume)
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{
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fMusicFadingIn=FALSE;
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fMusicFadingIn = FALSE;
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gbFadeSpeed = 1;
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}
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}
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}
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else if(fMusicFadingOut)
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else if (fMusicFadingOut)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music fading out");
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if(uiMusicHandle!=NO_SAMPLE)
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if(uiMusicHandle != NO_SAMPLE)
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{
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iVol=SoundGetVolume(uiMusicHandle);
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iVol=(iVol >=1)? iVol-gbFadeSpeed : 0;
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iVol = SoundGetVolume(uiMusicHandle);
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iVol = (iVol >=1)? iVol-gbFadeSpeed : 0;
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iVol=__max( (INT32)iVol, 0 );
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iVol = __max( (INT32)iVol, 0 );
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SoundSetVolume(uiMusicHandle, iVol);
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if(iVol==0)
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if(iVol == 0)
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{
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MusicStop();
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fMusicFadingOut=FALSE;
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fMusicFadingOut = FALSE;
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gbFadeSpeed = 1;
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}
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}
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}
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//#endif
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if ( gfMusicEnded )
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if (gfMusicEnded)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music ended");
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// OK, based on our music mode, play another!
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music End Loop %d %d", uiMusicHandle, gubMusicMode ) );
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// If we were in victory mode, change!
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if ( gbVictorySongCount == 1 || gbDeathSongCount == 1 )
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if (gbVictorySongCount == 1 || gbDeathSongCount == 1)
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{
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if ( gbDeathSongCount == 1 && guiCurrentScreen == GAME_SCREEN )
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if (gbDeathSongCount == 1 && guiCurrentScreen == GAME_SCREEN)
|
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{
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CheckAndHandleUnloadingOfCurrentWorld();
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}
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|
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if ( gbVictorySongCount == 1 )
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if (gbVictorySongCount == 1)
|
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{
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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SetMusicMode(MUSIC_TACTICAL_NOTHING);
|
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}
|
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}
|
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else
|
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{
|
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if ( !gfDontRestartSong )
|
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if (!gfDontRestartSong)
|
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: don't restart song, StartMusicBasedOnMode");
|
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StartMusicBasedOnMode( );
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StartMusicBasedOnMode();
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}
|
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}
|
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gfMusicEnded = FALSE;
|
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gfDontRestartSong = FALSE;
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gfDontRestartSong = FALSE;
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}
|
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}
|
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|
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll done");
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return(TRUE);
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return TRUE;
|
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}
|
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|
||||
|
||||
BOOLEAN SetMusicMode( UINT8 ubMusicMode )
|
||||
static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
{
|
||||
static INT8 bPreviousMode = 0;
|
||||
|
||||
|
||||
// OK, check if we want to restore
|
||||
if ( ubMusicMode == MUSIC_RESTORE )
|
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if (ubMusicMode == MUSIC_RESTORE)
|
||||
{
|
||||
if ( bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH )
|
||||
{
|
||||
bPreviousMode = MUSIC_TACTICAL_NOTHING;
|
||||
}
|
||||
if (bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH)
|
||||
{
|
||||
bPreviousMode = MUSIC_TACTICAL_NOTHING;
|
||||
}
|
||||
|
||||
ubMusicMode = bPreviousMode;
|
||||
}
|
||||
@@ -384,7 +389,7 @@ BOOLEAN SetMusicMode( UINT8 ubMusicMode )
|
||||
}
|
||||
|
||||
// if different, start a new music song
|
||||
if ( gubOldMusicMode != ubMusicMode )
|
||||
if (fForce || gubOldMusicMode != ubMusicMode)
|
||||
{
|
||||
// Set mode....
|
||||
gubMusicMode = ubMusicMode;
|
||||
@@ -394,108 +399,106 @@ BOOLEAN SetMusicMode( UINT8 ubMusicMode )
|
||||
gbVictorySongCount = 0;
|
||||
gbDeathSongCount = 0;
|
||||
|
||||
if(uiMusicHandle!=NO_SAMPLE )
|
||||
if(uiMusicHandle != NO_SAMPLE)
|
||||
{
|
||||
// Fade out old music
|
||||
MusicFadeOut( );
|
||||
MusicFadeOut();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Change music!
|
||||
StartMusicBasedOnMode( );
|
||||
StartMusicBasedOnMode();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
gubOldMusicMode = gubMusicMode;
|
||||
|
||||
return( TRUE );
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN StartMusicBasedOnMode( )
|
||||
static BOOLEAN StartMusicBasedOnMode(void)
|
||||
{
|
||||
static BOOLEAN fFirstTime = TRUE;
|
||||
|
||||
if ( fFirstTime )
|
||||
if (fFirstTime)
|
||||
{
|
||||
fFirstTime = FALSE;
|
||||
|
||||
bNothingModeSong = (INT8) (NOTHING_A_MUSIC + Random( 4 ));
|
||||
|
||||
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random( 3 ));
|
||||
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random( 2 ));
|
||||
|
||||
bNothingModeSong = (INT8) (NOTHING_A_MUSIC + Random(4));
|
||||
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random(3));
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random(2));
|
||||
}
|
||||
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "StartMusicBasedOnMode() %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
// Setup a song based on mode we're in!
|
||||
switch( gubMusicMode )
|
||||
switch(gubMusicMode)
|
||||
{
|
||||
case MUSIC_MAIN_MENU:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay( MENUMIX_MUSIC );
|
||||
MusicPlay(MENUMIX_MUSIC);
|
||||
break;
|
||||
|
||||
case MUSIC_LAPTOP:
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay( MARIMBAD2_MUSIC );
|
||||
MusicPlay(MARIMBAD2_MUSIC);
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_NOTHING:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if( gfUseCreatureMusic )
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay( CREEPY_MUSIC );
|
||||
MusicPlay(CREEPY_MUSIC);
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay( bNothingModeSong );
|
||||
bNothingModeSong = (INT8) (NOTHING_A_MUSIC + Random( 4 ) );
|
||||
MusicPlay(bNothingModeSong);
|
||||
bNothingModeSong = (INT8) (NOTHING_A_MUSIC + Random(4));
|
||||
}
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_ENEMYPRESENT:
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if( gfUseCreatureMusic )
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay( CREEPY_MUSIC );
|
||||
MusicPlay(CREEPY_MUSIC);
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay( bEnemyModeSong );
|
||||
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random( 3 ));
|
||||
MusicPlay(bEnemyModeSong);
|
||||
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random(3));
|
||||
}
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_BATTLE:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if( gfUseCreatureMusic )
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay( CREATURE_BATTLE_MUSIC );
|
||||
MusicPlay(CREATURE_BATTLE_MUSIC);
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay( bBattleModeSong );
|
||||
MusicPlay(bBattleModeSong);
|
||||
}
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random( 2 ));
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random(2));
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_VICTORY:
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay( TRIUMPH_MUSIC );
|
||||
MusicPlay(TRIUMPH_MUSIC);
|
||||
gbVictorySongCount++;
|
||||
|
||||
if( gfUseCreatureMusic && !gbWorldSectorZ )
|
||||
{ //We just killed all the creatures that just attacked the town.
|
||||
if(gfUseCreatureMusic && !gbWorldSectorZ)
|
||||
{
|
||||
//We just killed all the creatures that just attacked the town.
|
||||
gfUseCreatureMusic = FALSE;
|
||||
}
|
||||
break;
|
||||
@@ -504,55 +507,90 @@ BOOLEAN StartMusicBasedOnMode( )
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay( DEATH_MUSIC );
|
||||
MusicPlay(DEATH_MUSIC);
|
||||
gbDeathSongCount++;
|
||||
break;
|
||||
|
||||
default:
|
||||
MusicFadeOut( );
|
||||
MusicFadeOut();
|
||||
break;
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
BOOLEAN SetMusicMode(UINT8 ubMusicMode)
|
||||
{
|
||||
return SetMusicMode(ubMusicMode, FALSE);
|
||||
}
|
||||
|
||||
void MusicStopCallback( void *pData )
|
||||
static void MusicStopCallback(void *pData)
|
||||
{
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
gfMusicEnded = TRUE;
|
||||
gfMusicEnded = TRUE;
|
||||
uiMusicHandle = NO_SAMPLE;
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Music EndCallback completed" );
|
||||
}
|
||||
|
||||
|
||||
void SetMusicFadeSpeed( INT8 bFadeSpeed )
|
||||
void SetMusicFadeSpeed(INT8 bFadeSpeed)
|
||||
{
|
||||
gbFadeSpeed = bFadeSpeed;
|
||||
}
|
||||
|
||||
void FadeMusicForXSeconds( UINT32 uiDelay )
|
||||
UINT8 GetMusicMode(void)
|
||||
{
|
||||
INT16 sNumTimeSteps, sNumVolumeSteps;
|
||||
|
||||
// get # time steps in delay....
|
||||
sNumTimeSteps = (INT16)( uiDelay / 10 );
|
||||
|
||||
// Devide this by music volume...
|
||||
sNumVolumeSteps = (INT16)( uiMusicVolume / sNumTimeSteps );
|
||||
|
||||
// Set fade delay...
|
||||
SetMusicFadeSpeed( (INT8)sNumVolumeSteps );
|
||||
return gubMusicMode;
|
||||
}
|
||||
|
||||
|
||||
void DoneFadeOutDueToEndMusic( void )
|
||||
BOOLEAN UsingCreatureMusic(void)
|
||||
{
|
||||
// Quit game....
|
||||
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
|
||||
//SetPendingNewScreen( MAINMENU_SCREEN );
|
||||
return gfUseCreatureMusic;
|
||||
}
|
||||
|
||||
void UseCreatureMusic(BOOLEAN fUseCreatureMusic)
|
||||
{
|
||||
if (gfUseCreatureMusic != fUseCreatureMusic)
|
||||
{
|
||||
// this means a change
|
||||
gfUseCreatureMusic = fUseCreatureMusic;
|
||||
SetMusicMode(gubMusicMode, TRUE); // same as before
|
||||
}
|
||||
}
|
||||
|
||||
BOOLEAN IsMusicPlaying(void)
|
||||
{
|
||||
return fMusicPlaying;
|
||||
}
|
||||
|
||||
UINT32 GetMusicHandle(void)
|
||||
{
|
||||
return uiMusicHandle;
|
||||
}
|
||||
|
||||
// unused
|
||||
//void FadeMusicForXSeconds( UINT32 uiDelay )
|
||||
//{
|
||||
// INT16 sNumTimeSteps, sNumVolumeSteps;
|
||||
//
|
||||
// // get # time steps in delay....
|
||||
// sNumTimeSteps = (INT16)( uiDelay / 10 );
|
||||
//
|
||||
// // Devide this by music volume...
|
||||
// sNumVolumeSteps = (INT16)( uiMusicVolume / sNumTimeSteps );
|
||||
//
|
||||
// // Set fade delay...
|
||||
// SetMusicFadeSpeed( (INT8)sNumVolumeSteps );
|
||||
//}
|
||||
|
||||
// unused
|
||||
//void DoneFadeOutDueToEndMusic( void )
|
||||
//{
|
||||
// // Quit game....
|
||||
// InternalLeaveTacticalScreen( MAINMENU_SCREEN );
|
||||
// //SetPendingNewScreen( MAINMENU_SCREEN );
|
||||
//}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user