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- New Externalization: Externalized the used music to an OPTIONAL "Scripts\Music.lua" file (by Jazz)
o This file is OPTIONAL and if not available, the game uses the default music tracks
o With the user of the Music.lua script file, you can play different musics and types for each sector (*.WAV or *.OGG)
o An example of the usage has been added to "Docs\Externalized Music Example.zip"
o See comments from the Music.lua scripts below
--[[
AddMusic(SectorX,SectorY,SectorZ,MusicType,MusicID)
MusicType :
1 - standard music, sector no enemy (NOTHING_xxx.wav or NOTHING_xxx.ogg)
2 - enemy in sector (TENSOR_xxx.wav or TENSOR_xxx.ogg)
3 - start battle (BATTLE_xxx.wav or BATTLE_xxx.ogg)
4 - victory (TRIUMPH_xxx.wav or TRIUMPH_xxx.ogg)
5 - death merc (DEATH_xxx.wav or DEATH_xxx.ogg)
xxx - number file
MusicID - id of music
Put to "Music" folder ogg or wav file. We number the names of files NOTHING_0.wav... NOTHING_10.wav ... etc
Example :
AddMusic(1,10,0,1,0) -- add to sector A10, music type "1" and file NOTHING_0.wav or NOTHING_0.ogg.
AddMusic(1,10,1,1,0) -- add to sector A10_B1, music type "1" and file NOTHING_0.wav or NOTHING_0.ogg.
AddMusic(1,9,0,2,10) -- add to sector A9, music type "2" and file TENSOR_10.wav or TENSOR_10.ogg.
for x = 1,16 do
for y = 1,16 do
AddMusic(x,y,0,1,10) -- add to all sector, music type "1" and file NOTHING_10.wav or NOTHING_10.ogg.
end
end
]]
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1611,7 +1611,7 @@ void HandleKeyboardShortcuts( )
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break;
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case F4:
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MusicPlay( giMusicID );
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MusicPlay( giMusicID, MUSIC_OLD_TYPE, FALSE );
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ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"%S", szMusicList[giMusicID] );
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giMusicID++;
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if( giMusicID >= NUM_MUSIC )
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@@ -1330,6 +1330,29 @@ BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
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{
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gAimOldArchives[p-1].FaceID=-1;
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}
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UINT32 iloop;
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UINT32 zloop;
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for(iloop=0; iloop<256; iloop++)
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{
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for(zloop=0; zloop<4; zloop++)
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{
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MusicSoundValues[iloop].uiIndex = iloop;
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MusicSoundValues[iloop].SoundTacticalVictory[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalBattle[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalNothing[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalTensor[zloop] = -1;
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MusicSoundValues[iloop].SoundTacticalDeath[zloop] = -1;
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}
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}
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CHAR8 zFileName[255];
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sprintf( zFileName, "scripts\\Music.lua" );
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if (FileExists( zFileName ) )
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{
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LetLuaMusicControl(0);
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}
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LuaState::INIT(lua::LUA_STATE_STRATEGIC_MINES_AND_UNDERGROUND, true);
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g_luaUnderground.LoadScript(GetLanguagePrefix());
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@@ -3983,6 +3983,15 @@ if( !SaveNewEmailDataToSaveGameFile( hFile ) )
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}
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//restore the music mode
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if ( GetMusicMode() == MUSIC_TACTICAL_NOTHING && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else if ( GetMusicMode() == MUSIC_TACTICAL_ENEMYPRESENT && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else if ( GetMusicMode() == MUSIC_TACTICAL_BATTLE && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
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SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] );
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else if ( GetMusicMode() == MUSIC_TACTICAL_VICTORY && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
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SetMusicModeID( GetMusicMode(), MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
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else
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SetMusicMode( GetMusicMode() );
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//Unset the fact that we are saving a game
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@@ -5870,7 +5879,23 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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RemoveLoadingScreenProgressBar();
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//if( SaveGameHeader.fWorldLoaded )
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//{
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if ( gMusicModeToPlay == MUSIC_TACTICAL_NOTHING && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else if ( gMusicModeToPlay == MUSIC_TACTICAL_ENEMYPRESENT && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else if ( gMusicModeToPlay == MUSIC_TACTICAL_BATTLE && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
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SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] );
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else if ( gMusicModeToPlay == MUSIC_TACTICAL_VICTORY && MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
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SetMusicModeID( gMusicModeToPlay, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
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else
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SetMusicMode( gMusicModeToPlay );
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//}
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//else
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//{
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// SetMusicMode( gMusicModeToPlay );
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//}
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#ifndef JA2TESTVERSION
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RESET_CHEAT_LEVEL( );
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+164
-1
@@ -519,8 +519,12 @@ static int l_AnimMercPtsrusStrategicInsertionData (lua_State *L);
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static int l_SetMusicMode (lua_State *L);
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static int l_MusicPlay (lua_State *L);
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static int l_MusicPlayId (lua_State *L);
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static int l_MusicSetVolume (lua_State *L);
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static int l_MusicGetVolume (lua_State *L);
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static int l_gAddMusic(lua_State *L);
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static int l_SetMusicID (lua_State *L);
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static int l_GetMusicID (lua_State *L);
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//static int l_MusicStop (lua_State *L);
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//static int l_MusicFadeOut (lua_State *L);
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//static int l_MusicFadeIn (lua_State *L);
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@@ -787,6 +791,7 @@ BOOLEAN LuaInternalQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
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static int l_GiveQuestRewardPoint(lua_State *L);
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BOOLEAN LuaExecuteStrategicEvent( UINT8 EventCallbackID, UINT32 uiTimeStamp, UINT32 uiTimeOffset, UINT8 ubEventType, UINT8 ubFlags, UINT32 EventParam, UINT32 Init);
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BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
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BOOLEAN LetLuaMusicControl(UINT8 Init);
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static int l_CurrentSquad (lua_State *L);
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static int l_SetgfTacticalTraversal (lua_State *L);
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@@ -1281,6 +1286,12 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register(L, "PlayJA2Sample", l_PlayJA2Sample);
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lua_register(L, "SetMusicMode", l_SetMusicMode );
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lua_register(L, "MusicPlay", l_MusicPlay );
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lua_register(L, "MusicIdPlay", l_MusicPlayId );
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lua_register(L, "AddMusic", l_gAddMusic );
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lua_register(L, "SetMusicID", l_SetMusicID );
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lua_register(L, "GetMusicID", l_GetMusicID );
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lua_register(L, "MusicSetVolume", l_MusicSetVolume );
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lua_register(L, "MusicGetVolume", l_MusicGetVolume );
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//lua_register(L, "MusicStop", l_MusicStop );
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@@ -1591,6 +1602,25 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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}
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BOOLEAN LetLuaMusicControl(UINT8 Init)
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{
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const char* filename = "scripts\\Music.lua";
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LuaScopeState _LS(true);
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IniFunction( _LS.L(), TRUE );
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IniGlobalGameSetting( _LS.L() );
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SGP_THROW_IFFALSE( _LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget );
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if ( Init == 0 )
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{
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LuaFunction(_LS.L, "Music" ).Call(0);
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}
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return true;
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}
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//------------------- intro -----------
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BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse )
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@@ -5219,13 +5249,146 @@ static int l_MusicSetVolume (lua_State *L)
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return 0;
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}
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static int l_SetMusicID (lua_State *L)
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{
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if ( lua_gettop(L) >= 4 )
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{
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INT16 x = lua_tointeger(L,1);
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INT16 y = lua_tointeger(L,2);
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INT16 z = lua_tointeger(L,3);
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UINT8 MusicType = lua_tointeger(L,4);
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if ( MusicType == 1 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalNothing[z] );
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}
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else if ( MusicType == 2 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalTensor[z] );
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}
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else if ( MusicType == 3 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattle[z] );
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}
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else if ( MusicType == 4 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalVictory[z] );
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}
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else if ( MusicType == 5 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalDeath[z] );
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}
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}
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return 0;
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}
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static int l_GetMusicID (lua_State *L)
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{
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INT32 SoundID = -1;
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if ( lua_gettop(L) >= 4 )
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{
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INT16 x = lua_tointeger(L,1);
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INT16 y = lua_tointeger(L,2);
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INT16 z = lua_tointeger(L,3);
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UINT8 MusicType = lua_tointeger(L,4);
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if ( MusicType == 1 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalNothing[z];
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}
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else if ( MusicType == 2 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalTensor[z];
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}
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else if ( MusicType == 3 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalBattle[z];
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}
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else if ( MusicType == 4 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalVictory[z];
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}
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}
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lua_pushinteger(L, SoundID);
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return 1;
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}
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static int l_gAddMusic(lua_State *L)
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{
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if ( lua_gettop(L) >= 5 )
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{
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INT16 x = lua_tointeger(L,1);
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INT16 y = lua_tointeger(L,2);
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INT16 z = lua_tointeger(L,3);
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UINT8 MusicType = lua_tointeger(L,4);
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INT32 SoundId = lua_tointeger(L,5);
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/*
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MUSIC_NONE 0
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MUSIC_TACTICAL_NOTHING, 1
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MUSIC_TACTICAL_ENEMYPRESENT,2
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MUSIC_TACTICAL_BATTLE,3
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MUSIC_TACTICAL_VICTORY,4
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*/
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if ( MusicType == 1 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[SECTOR( x, y )].SoundTacticalNothing[z] = SoundId;
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}
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else if ( MusicType == 2 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[SECTOR( x, y )].SoundTacticalTensor[z] = SoundId;
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}
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else if ( MusicType == 3 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[SECTOR( x, y )].SoundTacticalBattle[z] = SoundId;
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}
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else if ( MusicType == 4 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[SECTOR( x, y )].SoundTacticalVictory[z] = SoundId;
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}
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}
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return 0;
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}
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static int l_MusicPlay (lua_State *L)
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{
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if ( lua_gettop(L) >= 1 )
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{
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UINT32 uiNum = lua_tointeger(L,1);
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MusicPlay( uiNum );
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MusicPlay( uiNum, MUSIC_OLD_TYPE, FALSE);
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}
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return 0;
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}
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static int l_MusicPlayId (lua_State *L)
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{
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if ( lua_gettop(L) >= 2 )
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{
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UINT32 uiNum = lua_tointeger(L,1);
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UINT32 uiType = lua_tointeger(L,2);
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if (uiType>=1 || uiType<=5 )
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MusicPlay( uiNum, uiType, TRUE);
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}
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return 0;
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}
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@@ -82,4 +82,5 @@ extern BOOLEAN LetLuaMakeBadSectorListFromMapsOnHardDrive(UINT8 Init);
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extern BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse);
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extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
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extern BOOLEAN LetLuaMusicControl(UINT8 Init);
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#endif
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@@ -2282,6 +2282,10 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// ATE; Fade FA.T....
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SetMusicFadeSpeed( 5 );
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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@@ -4464,6 +4468,11 @@ void AllMercsHaveWalkedOffSector( )
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// ATE; Fade FAST....
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SetMusicFadeSpeed( 5 );
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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}
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@@ -46,6 +46,7 @@
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#include "ub_config.h"
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#endif
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#include "Music Control.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -909,14 +910,23 @@ void HandleFirstHeliDropOfGame( )
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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}
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else
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{
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// Say quote.....
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SayQuoteFromAnyBodyInSector( QUOTE_MERC_REACHED_DESTINATION );
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// Start music
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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//SetMusicMode( MUSIC_TACTICAL_VICTORY );
|
||||
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
|
||||
else
|
||||
SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
||||
}
|
||||
|
||||
|
||||
+30
-2
@@ -117,6 +117,7 @@
|
||||
#include "LuaInitNPCs.h"
|
||||
#include "Interface.h"
|
||||
#include "Vehicles.h"
|
||||
#include "Music Control.h"
|
||||
#ifdef JA2UB
|
||||
#include "Ja25 Strategic Ai.h"
|
||||
#include "Ja25_Tactical.h"
|
||||
@@ -5885,6 +5886,10 @@ void CommonEnterCombatModeCode( )
|
||||
// Say quote.....
|
||||
|
||||
// Change music modes
|
||||
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
|
||||
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
|
||||
SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]);
|
||||
else
|
||||
SetMusicMode( MUSIC_TACTICAL_BATTLE );
|
||||
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
|
||||
@@ -6047,6 +6052,10 @@ void ExitCombatMode( )
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
|
||||
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 );
|
||||
|
||||
BetweenTurnsVisibilityAdjustments();
|
||||
@@ -6109,8 +6118,12 @@ void SetEnemyPresence( )
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
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 );
|
||||
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
|
||||
sniperwarning = FALSE;
|
||||
biggunwarning = FALSE;
|
||||
@@ -6450,7 +6463,10 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
|
||||
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 );
|
||||
|
||||
return( TRUE );
|
||||
@@ -6905,6 +6921,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
}
|
||||
|
||||
// Play death music
|
||||
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ];
|
||||
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] != -1 )
|
||||
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] );
|
||||
else
|
||||
SetMusicMode( MUSIC_TACTICAL_DEATH );
|
||||
|
||||
SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
|
||||
@@ -7058,6 +7078,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
// Change music modes
|
||||
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
|
||||
{
|
||||
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ];
|
||||
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
|
||||
SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
|
||||
else
|
||||
SetMusicMode( MUSIC_TACTICAL_VICTORY );
|
||||
|
||||
// OJW - 20081222 - dont auto-bandage if networked
|
||||
@@ -7107,6 +7131,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
else
|
||||
{
|
||||
// Change to nothing music...
|
||||
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 );
|
||||
// OJW - 20081222 - dont auto bandage if networked
|
||||
if (!is_networked)
|
||||
|
||||
@@ -54,6 +54,8 @@
|
||||
#include "Ja25_Tactical.h"
|
||||
#endif
|
||||
|
||||
#include "Music Control.h"
|
||||
|
||||
#include "connect.h"
|
||||
#include "../ModularizedTacticalAI/include/Plan.h"
|
||||
#include "../ModularizedTacticalAI/include/PlanFactoryLibrary.h"
|
||||
@@ -3620,6 +3622,10 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
|
||||
// If we are NOT in any music mode...
|
||||
if ( GetMusicMode() == MUSIC_NONE )
|
||||
{
|
||||
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
|
||||
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
|
||||
SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] );
|
||||
else
|
||||
SetMusicMode( MUSIC_TACTICAL_BATTLE );
|
||||
}
|
||||
}
|
||||
|
||||
+211
-15
@@ -29,9 +29,14 @@ static UINT8 gubOldMusicMode = 0;
|
||||
static INT8 gbVictorySongCount = 0;
|
||||
static INT8 gbDeathSongCount = 0;
|
||||
|
||||
static INT8 bNothingModeSong;
|
||||
static INT8 bEnemyModeSong;
|
||||
static INT8 bBattleModeSong;
|
||||
static INT32 bNothingModeSong;
|
||||
static INT32 bEnemyModeSong;
|
||||
static INT32 bBattleModeSong;
|
||||
|
||||
static INT32 NewSoundID;
|
||||
static BOOLEAN SetSoundID = FALSE;
|
||||
|
||||
static INT32 gubOldMusicMode2 = 0;
|
||||
|
||||
static BOOLEAN gfUseCreatureMusic = FALSE;
|
||||
|
||||
@@ -59,6 +64,7 @@ CHAR8 *szMusicList[NUM_MUSIC]=
|
||||
"MUSIC\\tensor B",
|
||||
"MUSIC\\creepy",
|
||||
"MUSIC\\creature battle",
|
||||
"MUSIC",
|
||||
};
|
||||
|
||||
BOOLEAN StartMusicBasedOnMode(void);
|
||||
@@ -68,6 +74,9 @@ BOOLEAN MusicStop(void);
|
||||
BOOLEAN MusicFadeOut(void);
|
||||
BOOLEAN MusicFadeIn(void);
|
||||
|
||||
MUSIC_SOUND_VALUES MusicSoundValues[256];
|
||||
INT32 GlobalSoundID;
|
||||
|
||||
//extern void HandleEndDemoInCreatureLevel( );
|
||||
|
||||
//BOOLEAN NoEnemiesInSight( )
|
||||
@@ -104,7 +113,7 @@ BOOLEAN MusicFadeIn(void);
|
||||
// Returns: TRUE if the music was started, FALSE if an error occurred
|
||||
//
|
||||
//********************************************************************************
|
||||
BOOLEAN MusicPlay(UINT32 uiNum)
|
||||
BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound )
|
||||
{
|
||||
// WANNE: We want music in windowed mode
|
||||
//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
|
||||
@@ -126,9 +135,40 @@ BOOLEAN MusicPlay(UINT32 uiNum)
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "About to call SoundPlayStreamedFile" );
|
||||
|
||||
// Lesh: patch to allow playback ogg files
|
||||
if ( NewSound == FALSE && MusicMode == MUSIC_OLD_TYPE )
|
||||
{
|
||||
sprintf( zFileName, "%s.ogg", szMusicList[uiNum] );
|
||||
if ( !FileExists( zFileName ) )
|
||||
sprintf( zFileName, "%s.wav", szMusicList[uiNum] );
|
||||
}
|
||||
else if ( NewSound == TRUE )
|
||||
{
|
||||
//sprintf( zFileName, szMusicList[15] );
|
||||
if ( MusicMode == MUSIC_TACTICAL_NOTHING )
|
||||
{
|
||||
sprintf( zFileName, "%s\\NOTHING_%d.ogg", szMusicList[15], uiNum);
|
||||
if ( !FileExists( zFileName ) )
|
||||
sprintf( zFileName, "%s\\NOTHING_%d.wav", szMusicList[15], uiNum );
|
||||
}
|
||||
else if ( MusicMode == MUSIC_TACTICAL_ENEMYPRESENT )
|
||||
{
|
||||
sprintf( zFileName, "%s\\TENSOR_%d.ogg", szMusicList[15], uiNum);
|
||||
if ( !FileExists( zFileName ) )
|
||||
sprintf( zFileName, "%s\\TENSOR_%d.wav", szMusicList[15], uiNum );
|
||||
}
|
||||
else if ( MusicMode == MUSIC_TACTICAL_BATTLE )
|
||||
{
|
||||
sprintf( zFileName, "%s\\BATTLE_%d.ogg", szMusicList[15], uiNum);
|
||||
if ( !FileExists( zFileName ) )
|
||||
sprintf( zFileName, "%s\\BATTLE_%d.wav", szMusicList[15], uiNum );
|
||||
}
|
||||
else if ( MusicMode == MUSIC_TACTICAL_VICTORY )
|
||||
{
|
||||
sprintf( zFileName, "%s\\TRIUMPH_%d.ogg", szMusicList[15], uiNum);
|
||||
if ( !FileExists( zFileName ) )
|
||||
sprintf( zFileName, "%s\\TRIUMPH_%d.wav", szMusicList[15], uiNum );
|
||||
}
|
||||
}
|
||||
|
||||
uiMusicHandle = SoundPlayStreamedFile(zFileName, &spParms);
|
||||
|
||||
@@ -370,11 +410,74 @@ BOOLEAN MusicPoll(BOOLEAN /*fForce*/)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID, BOOLEAN fForce)
|
||||
{
|
||||
static INT8 bPreviousMode = 0;
|
||||
|
||||
static INT32 bPreviousMusic = 0;
|
||||
|
||||
// OK, check if we want to restore
|
||||
if (ubMusicMode == MUSIC_RESTORE)
|
||||
{
|
||||
if (bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH)
|
||||
{
|
||||
bPreviousMode = MUSIC_TACTICAL_NOTHING;
|
||||
}
|
||||
|
||||
ubMusicMode = bPreviousMode;
|
||||
SoundID = bPreviousMusic;
|
||||
GlobalSoundID = SoundID;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Save previous mode...
|
||||
bPreviousMode = gubOldMusicMode;
|
||||
bPreviousMusic = SoundID;
|
||||
GlobalSoundID = SoundID;
|
||||
}
|
||||
|
||||
// if different, start a new music song
|
||||
//if ( ( fForce || gubOldMusicMode != ubMusicMode ) && SoundID != -1)
|
||||
if ( fForce || SoundID != -1 )
|
||||
{
|
||||
// Set mode....
|
||||
gubMusicMode = ubMusicMode;
|
||||
NewSoundID = SoundID;
|
||||
GlobalSoundID = SoundID;
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music New Mode %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
gbVictorySongCount = 0;
|
||||
gbDeathSongCount = 0;
|
||||
|
||||
if(uiMusicHandle != NO_SAMPLE)
|
||||
{
|
||||
// Fade out old music
|
||||
MusicFadeOut();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Change music!
|
||||
StartMusicBasedOnMode();
|
||||
}
|
||||
}
|
||||
|
||||
gubOldMusicMode = gubMusicMode;
|
||||
gubOldMusicMode2 = SoundID;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
{
|
||||
static INT8 bPreviousMode = 0;
|
||||
|
||||
SetSoundID = FALSE;
|
||||
//GlobalSoundID = -1;
|
||||
|
||||
if ( SetSoundID == FALSE )
|
||||
NewSoundID = -1;
|
||||
|
||||
// OK, check if we want to restore
|
||||
if (ubMusicMode == MUSIC_RESTORE)
|
||||
{
|
||||
@@ -383,7 +486,22 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
bPreviousMode = MUSIC_TACTICAL_NOTHING;
|
||||
}
|
||||
|
||||
if ( GlobalSoundID == -1 )
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
GlobalSoundID = -1;
|
||||
NewSoundID = -1;
|
||||
}
|
||||
else if ( GlobalSoundID != -1)
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
NewSoundID = gubOldMusicMode2;
|
||||
GlobalSoundID = NewSoundID;
|
||||
}
|
||||
|
||||
ubMusicMode = bPreviousMode;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -392,7 +510,7 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
}
|
||||
|
||||
// if different, start a new music song
|
||||
if (fForce || gubOldMusicMode != ubMusicMode)
|
||||
if (fForce || gubOldMusicMode != ubMusicMode || GlobalSoundID == -1 || SetSoundID == TRUE )
|
||||
{
|
||||
// Set mode....
|
||||
gubMusicMode = ubMusicMode;
|
||||
@@ -442,12 +560,12 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
case MUSIC_MAIN_MENU:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(MENUMIX_MUSIC);
|
||||
MusicPlay(MENUMIX_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
break;
|
||||
|
||||
case MUSIC_LAPTOP:
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(MARIMBAD2_MUSIC);
|
||||
MusicPlay(MARIMBAD2_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_NOTHING:
|
||||
@@ -455,11 +573,30 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay(CREEPY_MUSIC);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(CREEPY_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_NOTHING,TRUE);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay(bNothingModeSong);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(bNothingModeSong,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_NOTHING,TRUE);
|
||||
}
|
||||
|
||||
bNothingModeSong = (INT8) (NOTHING_A_MUSIC + Random(4));
|
||||
}
|
||||
break;
|
||||
@@ -469,11 +606,29 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay(CREEPY_MUSIC);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(CREEPY_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay(bEnemyModeSong);
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_ENEMYPRESENT,TRUE);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(bEnemyModeSong,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_ENEMYPRESENT,TRUE);
|
||||
}
|
||||
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random(3));
|
||||
}
|
||||
break;
|
||||
@@ -483,11 +638,29 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay(CREATURE_BATTLE_MUSIC);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(CREATURE_BATTLE_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_BATTLE,TRUE);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay(bBattleModeSong);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(bBattleModeSong,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_BATTLE,TRUE);
|
||||
}
|
||||
}
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random(2));
|
||||
break;
|
||||
@@ -496,7 +669,16 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(TRIUMPH_MUSIC);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(TRIUMPH_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_VICTORY,TRUE);
|
||||
}
|
||||
gbVictorySongCount++;
|
||||
|
||||
if(gfUseCreatureMusic && !gbWorldSectorZ)
|
||||
@@ -510,7 +692,16 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(DEATH_MUSIC);
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(DEATH_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_DEATH,TRUE);
|
||||
}
|
||||
gbDeathSongCount++;
|
||||
break;
|
||||
|
||||
@@ -527,6 +718,11 @@ BOOLEAN SetMusicMode(UINT8 ubMusicMode)
|
||||
return SetMusicMode(ubMusicMode, FALSE);
|
||||
}
|
||||
|
||||
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID)
|
||||
{
|
||||
return SetMusicModeID(ubMusicMode, SoundID, FALSE);
|
||||
}
|
||||
|
||||
static void MusicStopCallback(void *pData)
|
||||
{
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
+19
-1
@@ -18,6 +18,7 @@ enum MusicList
|
||||
BATTLE_B_MUSIC, //same as tensor B
|
||||
CREEPY_MUSIC,
|
||||
CREATURE_BATTLE_MUSIC,
|
||||
MUSIC_DIR,
|
||||
NUM_MUSIC
|
||||
};
|
||||
|
||||
@@ -32,8 +33,23 @@ enum MusicMode
|
||||
MUSIC_TACTICAL_VICTORY,
|
||||
MUSIC_TACTICAL_DEATH,
|
||||
MUSIC_LAPTOP,
|
||||
MUSIC_OLD_TYPE,
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT16 uiIndex;
|
||||
INT32 SoundTacticalVictory[4];
|
||||
INT32 SoundTacticalBattle[4];
|
||||
INT32 SoundTacticalNothing[4];
|
||||
INT32 SoundTacticalTensor[4];
|
||||
INT32 SoundTacticalDeath[4];
|
||||
|
||||
} MUSIC_SOUND_VALUES;
|
||||
|
||||
extern MUSIC_SOUND_VALUES MusicSoundValues[256];
|
||||
extern INT32 GlobalSoundID;
|
||||
|
||||
//extern UINT32 uiMusicHandle;
|
||||
//extern BOOLEAN fMusicPlaying;
|
||||
//extern UINT8 gubMusicMode;
|
||||
@@ -43,7 +59,9 @@ UINT8 GetMusicMode(void);
|
||||
BOOLEAN SetMusicMode(UINT8 ubMusicMode);
|
||||
|
||||
// only for editor (editscreen.cpp)
|
||||
BOOLEAN MusicPlay(UINT32 uiNum);
|
||||
BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound);
|
||||
|
||||
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID);
|
||||
|
||||
UINT32 MusicGetVolume(void);
|
||||
BOOLEAN MusicSetVolume(UINT32 uiVolume);
|
||||
|
||||
Reference in New Issue
Block a user