mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merge pull request #268 from 1dot13/custom-music
Allow custom music to be added
This commit is contained in:
+19
-9
@@ -79,8 +79,6 @@
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
|
||||
extern CHAR8 *szMusicList[NUM_MUSIC];
|
||||
|
||||
BOOLEAN gfCorruptMap = FALSE;
|
||||
BOOLEAN gfCorruptSchedules = FALSE;
|
||||
BOOLEAN gfProfileDataLoaded = FALSE;
|
||||
@@ -169,6 +167,7 @@ LEVELNODE *gCursorNode = NULL;
|
||||
INT32 gsCursorGridNo;
|
||||
|
||||
INT32 giMusicID = 0;
|
||||
NewMusicList gMusicMode = MUSICLIST_MAIN_MENU;
|
||||
|
||||
void EraseWorldData( );
|
||||
|
||||
@@ -1616,16 +1615,27 @@ void HandleKeyboardShortcuts( )
|
||||
break;
|
||||
|
||||
case F4:
|
||||
#ifdef NEWMUSIC
|
||||
MusicPlay( giMusicID, MUSIC_OLD_TYPE, FALSE );
|
||||
#else
|
||||
MusicPlay( giMusicID );
|
||||
#endif
|
||||
MusicPlay(gMusicMode, giMusicID);
|
||||
ScreenMsg( FONT_YELLOW, MSG_INTERFACE, L"%S", MusicLists[gMusicMode][giMusicID] );
|
||||
|
||||
ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"%S", szMusicList[giMusicID] );
|
||||
// Select next track
|
||||
giMusicID++;
|
||||
if( giMusicID >= NUM_MUSIC )
|
||||
if (giMusicID >= MusicLists[gMusicMode].size())
|
||||
{
|
||||
giMusicID = 0;
|
||||
for (size_t i = 0; i < MAX_MUSIC; i++)
|
||||
{
|
||||
if (gMusicMode == i)
|
||||
{
|
||||
gMusicMode = static_cast<NewMusicList>(i + 1);
|
||||
if (gMusicMode == MAX_MUSIC)
|
||||
{
|
||||
gMusicMode = MUSICLIST_MAIN_MENU;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case F5:
|
||||
|
||||
@@ -570,9 +570,6 @@ static int l_AnimMercPtsrusStrategicInsertionData (lua_State *L);
|
||||
|
||||
static int l_SetMusicMode (lua_State *L);
|
||||
static int l_MusicPlay (lua_State *L);
|
||||
#ifdef NEWMUSIC
|
||||
static int l_MusicPlayId (lua_State *L);
|
||||
#endif
|
||||
static int l_MusicSetVolume (lua_State *L);
|
||||
static int l_MusicGetVolume (lua_State *L);
|
||||
#ifdef NEWMUSIC
|
||||
@@ -1398,7 +1395,6 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
|
||||
lua_register(L, "SetMusicMode", l_SetMusicMode );
|
||||
lua_register(L, "MusicPlay", l_MusicPlay );
|
||||
#ifdef NEWMUSIC
|
||||
lua_register(L, "MusicIdPlay", l_MusicPlayId );
|
||||
lua_register(L, "AddMusic", l_gAddMusic );
|
||||
|
||||
lua_register(L, "SetMusicID", l_SetMusicID );
|
||||
@@ -5715,33 +5711,16 @@ static int l_gAddMusic(lua_State *L)
|
||||
}
|
||||
#endif
|
||||
static int l_MusicPlay (lua_State *L)
|
||||
{
|
||||
if ( lua_gettop(L) >= 1 )
|
||||
{
|
||||
UINT32 uiNum = lua_tointeger(L,1);
|
||||
#ifdef NEWMUSIC
|
||||
MusicPlay( uiNum, MUSIC_OLD_TYPE, FALSE);
|
||||
#else
|
||||
MusicPlay( uiNum );
|
||||
#endif
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
static int l_MusicPlayId (lua_State *L)
|
||||
{
|
||||
if ( lua_gettop(L) >= 2 )
|
||||
{
|
||||
UINT32 uiNum = lua_tointeger(L,1);
|
||||
UINT32 uiType = lua_tointeger(L,2);
|
||||
|
||||
if (uiType>=1 || uiType<=5 )
|
||||
MusicPlay( uiNum, uiType, TRUE);
|
||||
UINT32 musicMode = lua_tointeger(L, 1);
|
||||
UINT32 song = lua_tointeger(L,2);
|
||||
MusicPlay( static_cast<NewMusicList>(musicMode), song );
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
static int l_SetMusicMode (lua_State *L)
|
||||
{
|
||||
if ( lua_gettop(L) >= 1 )
|
||||
|
||||
+167
-398
@@ -8,7 +8,7 @@
|
||||
#include "strategicmap.h"
|
||||
|
||||
#include "Overhead Types.h"
|
||||
//extern int iScreenMode;
|
||||
#include <Game Clock.h>
|
||||
|
||||
static UINT32 uiMusicHandle = NO_SAMPLE;
|
||||
static BOOLEAN fMusicPlaying = FALSE;
|
||||
@@ -26,31 +26,36 @@ static UINT8 gubOldMusicMode = 0;
|
||||
static INT8 gbVictorySongCount = 0;
|
||||
static INT8 gbDeathSongCount = 0;
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
static INT32 bNothingModeSong = NOTHING_A_MUSIC;
|
||||
static INT32 bEnemyModeSong = TENSOR_A_MUSIC;
|
||||
static INT32 bBattleModeSong = BATTLE_A_MUSIC;
|
||||
|
||||
static INT32 NewSoundID = -1;
|
||||
static BOOLEAN SetSoundID = FALSE;
|
||||
|
||||
static INT32 gubOldMusicMode2 = 0;
|
||||
#else
|
||||
static INT8 bNothingModeSong;
|
||||
static INT8 bEnemyModeSong;
|
||||
static INT8 bBattleModeSong;
|
||||
#endif
|
||||
|
||||
static BOOLEAN gfUseCreatureMusic = FALSE;
|
||||
|
||||
static INT8 gbFadeSpeed = 1;
|
||||
|
||||
static BOOLEAN gfDontRestartSong = FALSE;
|
||||
// unused
|
||||
//BOOLEAN gfForceMusicToTense = FALSE;
|
||||
|
||||
|
||||
CHAR8 *szMusicList[NUM_MUSIC]=
|
||||
// Original music and their hardcoded paths
|
||||
enum MusicList
|
||||
{
|
||||
MARIMBAD2_MUSIC,
|
||||
MENUMIX_MUSIC,
|
||||
NOTHING_A_MUSIC,
|
||||
NOTHING_B_MUSIC,
|
||||
NOTHING_C_MUSIC,
|
||||
NOTHING_D_MUSIC,
|
||||
TENSOR_A_MUSIC,
|
||||
TENSOR_B_MUSIC,
|
||||
TENSOR_C_MUSIC,
|
||||
TRIUMPH_MUSIC,
|
||||
DEATH_MUSIC,
|
||||
BATTLE_A_MUSIC,
|
||||
BATTLE_B_MUSIC, //same as tensor B
|
||||
CREEPY_MUSIC,
|
||||
CREATURE_BATTLE_MUSIC,
|
||||
MUSIC_DIR,
|
||||
NUM_MUSIC
|
||||
};
|
||||
|
||||
CHAR8* szMusicList[NUM_MUSIC] =
|
||||
{
|
||||
"MUSIC\\marimbad 2",
|
||||
"MUSIC\\menumix1",
|
||||
@@ -64,12 +69,122 @@ CHAR8 *szMusicList[NUM_MUSIC]=
|
||||
"MUSIC\\triumph",
|
||||
"MUSIC\\death",
|
||||
"MUSIC\\battle A",
|
||||
"MUSIC\\tensor B",
|
||||
"MUSIC\\battle B",
|
||||
"MUSIC\\creepy",
|
||||
"MUSIC\\creature battle",
|
||||
"MUSIC",
|
||||
};
|
||||
|
||||
|
||||
std::vector<STR> MusicLists[MAX_MUSIC];
|
||||
|
||||
static void AddMusicToList(STR fileName, NewMusicList mode)
|
||||
{
|
||||
UINT8 constexpr buf = 64;
|
||||
CHAR8 musicFile[buf];
|
||||
|
||||
if (SoundFileExists(fileName, musicFile))
|
||||
{
|
||||
STR music = (STR)MemAlloc(buf * sizeof(CHAR8));
|
||||
Assert(music);
|
||||
memset(music, 0, sizeof(CHAR8) * buf);
|
||||
strcpy(music, musicFile);
|
||||
|
||||
MusicLists[mode].push_back(music);
|
||||
}
|
||||
}
|
||||
|
||||
void InitializeMusicLists()
|
||||
{
|
||||
UINT8 constexpr buf = 64;
|
||||
CHAR8 fileName[buf];
|
||||
|
||||
// Special casing original music so they can be easily replaced with new files
|
||||
AddMusicToList(szMusicList[MENUMIX_MUSIC], MUSICLIST_MAIN_MENU);
|
||||
AddMusicToList(szMusicList[MARIMBAD2_MUSIC], MUSICLIST_LAPTOP);
|
||||
|
||||
AddMusicToList(szMusicList[NOTHING_A_MUSIC], MUSICLIST_TACTICAL_NOTHING);
|
||||
AddMusicToList(szMusicList[NOTHING_B_MUSIC], MUSICLIST_TACTICAL_NOTHING);
|
||||
AddMusicToList(szMusicList[NOTHING_C_MUSIC], MUSICLIST_TACTICAL_NOTHING);
|
||||
AddMusicToList(szMusicList[NOTHING_D_MUSIC], MUSICLIST_TACTICAL_NOTHING);
|
||||
|
||||
AddMusicToList(szMusicList[TENSOR_A_MUSIC], MUSICLIST_TACTICAL_ENEMYPRESENT);
|
||||
AddMusicToList(szMusicList[TENSOR_B_MUSIC], MUSICLIST_TACTICAL_ENEMYPRESENT);
|
||||
AddMusicToList(szMusicList[TENSOR_C_MUSIC], MUSICLIST_TACTICAL_ENEMYPRESENT);
|
||||
|
||||
AddMusicToList(szMusicList[BATTLE_A_MUSIC], MUSICLIST_TACTICAL_BATTLE);
|
||||
if (SoundFileExists(szMusicList[BATTLE_B_MUSIC], fileName))
|
||||
{
|
||||
AddMusicToList(szMusicList[BATTLE_B_MUSIC], MUSICLIST_TACTICAL_BATTLE);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddMusicToList(szMusicList[TENSOR_B_MUSIC], MUSICLIST_TACTICAL_BATTLE);
|
||||
}
|
||||
|
||||
AddMusicToList(szMusicList[TRIUMPH_MUSIC], MUSICLIST_TACTICAL_VICTORY);
|
||||
AddMusicToList(szMusicList[DEATH_MUSIC], MUSICLIST_TACTICAL_DEATH);
|
||||
AddMusicToList(szMusicList[CREEPY_MUSIC], MUSICLIST_TACTICAL_CREEPY);
|
||||
AddMusicToList(szMusicList[CREATURE_BATTLE_MUSIC], MUSICLIST_TACTICAL_CREEPY_BATTLE);
|
||||
|
||||
|
||||
// Read music files into list
|
||||
for (size_t j = MUSICLIST_MAIN_MENU; j < MAX_MUSIC; j++)
|
||||
{
|
||||
STR baseFilename;
|
||||
switch (j)
|
||||
{
|
||||
case MUSICLIST_MAIN_MENU:
|
||||
baseFilename = "MUSIC\\Mainmenu_";
|
||||
break;
|
||||
case MUSICLIST_LAPTOP:
|
||||
baseFilename = "MUSIC\\Laptop_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_NOTHING:
|
||||
baseFilename = "MUSIC\\Tactical_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_ENEMYPRESENT:
|
||||
baseFilename = "MUSIC\\Enemy_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_BATTLE:
|
||||
baseFilename = "MUSIC\\Battle_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT:
|
||||
baseFilename = "MUSIC\\EnemyNight_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_BATTLE_NIGHT:
|
||||
baseFilename = "MUSIC\\BattleNight_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_VICTORY:
|
||||
baseFilename = "MUSIC\\Victory_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_DEATH:
|
||||
baseFilename = "MUSIC\\Death_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_CREEPY:
|
||||
baseFilename = "MUSIC\\Creepy_";
|
||||
break;
|
||||
case MUSICLIST_TACTICAL_CREEPY_BATTLE:
|
||||
baseFilename = "MUSIC\\CreepyBattle_";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < 100; i++)
|
||||
{
|
||||
sprintf(fileName, "%s%02d", baseFilename, i);
|
||||
AddMusicToList(fileName, static_cast<NewMusicList>(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static STR PickRandomSongFromList(NewMusicList mode)
|
||||
{
|
||||
return MusicLists[mode][Random(MusicLists[mode].size())];
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN StartMusicBasedOnMode(void);
|
||||
void DoneFadeOutDueToEndMusic(void);
|
||||
void MusicStopCallback(void *pData);
|
||||
@@ -77,37 +192,6 @@ BOOLEAN MusicStop(void);
|
||||
BOOLEAN MusicFadeOut(void);
|
||||
BOOLEAN MusicFadeIn(void);
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
MUSIC_SOUND_VALUES MusicSoundValues[256];
|
||||
INT32 GlobalSoundID = -1;
|
||||
#endif
|
||||
//extern void HandleEndDemoInCreatureLevel( );
|
||||
|
||||
//BOOLEAN NoEnemiesInSight( )
|
||||
//{
|
||||
// SOLDIERTYPE *pSoldier;
|
||||
// INT32 cnt;
|
||||
//
|
||||
// // Loop through our guys
|
||||
// // End the turn of player charactors
|
||||
// cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
//
|
||||
// // look for all mercs on the same team,
|
||||
// for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
|
||||
// {
|
||||
// if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
|
||||
// {
|
||||
// if ( pSoldier->aiData.bOppCnt != 0 )
|
||||
// {
|
||||
// return( FALSE );
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return( TRUE );
|
||||
//}
|
||||
|
||||
|
||||
|
||||
//********************************************************************************
|
||||
// MusicPlay
|
||||
@@ -117,65 +201,22 @@ INT32 GlobalSoundID = -1;
|
||||
// Returns: TRUE if the music was started, FALSE if an error occurred
|
||||
//
|
||||
//********************************************************************************
|
||||
#ifdef NEWMUSIC
|
||||
BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound )
|
||||
#else
|
||||
BOOLEAN MusicPlay(UINT32 uiNum)
|
||||
#endif
|
||||
static BOOLEAN MusicPlay(STR zFileName)
|
||||
{
|
||||
// WANNE: We want music in windowed mode
|
||||
//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
|
||||
//return FALSE;
|
||||
|
||||
static CHAR8 zFileName[164];
|
||||
SOUNDPARMS spParms;
|
||||
|
||||
if(fMusicPlaying)
|
||||
if (fMusicPlaying)
|
||||
MusicStop();
|
||||
|
||||
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
|
||||
spParms.uiPriority = PRIORITY_MAX;
|
||||
spParms.uiVolume = 0;
|
||||
spParms.uiLoop = 1; // Lesh: only 1 line added
|
||||
|
||||
spParms.uiLoop = 1;
|
||||
spParms.EOSCallback = MusicStopCallback;
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "About to call SoundPlayStreamedFile" );
|
||||
|
||||
// Lesh: patch to allow playback ogg files
|
||||
#ifdef NEWMUSIC
|
||||
if ( NewSound == FALSE && MusicMode == MUSIC_OLD_TYPE )
|
||||
{
|
||||
#endif
|
||||
SoundFileExists( szMusicList[uiNum], zFileName );
|
||||
#ifdef NEWMUSIC
|
||||
}
|
||||
else if ( NewSound == TRUE )
|
||||
{
|
||||
CHAR8 modstr[32] = "";
|
||||
CHAR8 modstr2[164] = "";
|
||||
|
||||
switch ( MusicMode )
|
||||
{
|
||||
case MUSIC_TACTICAL_NOTHING: sprintf( modstr, "NOTHING_" ); break;
|
||||
case MUSIC_TACTICAL_ENEMYPRESENT: sprintf( modstr, "TENSOR_" ); break;
|
||||
case MUSIC_TACTICAL_BATTLE: sprintf( modstr, "BATTLE_" ); break;
|
||||
case MUSIC_TACTICAL_VICTORY: sprintf( modstr, "TRIUMPH_" ); break;
|
||||
case MUSIC_TACTICAL_BATTLE_MUSIC: sprintf( modstr, "CREATURE_BATTLE_" ); break;
|
||||
case MUSIC_TACTICAL_CREEPY_MUSIC: sprintf( modstr, "CREEPY_" ); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
sprintf( modstr2, "%s\\%s%d", szMusicList[15], modstr, uiNum );
|
||||
|
||||
SoundFileExists( modstr2, zFileName );
|
||||
}
|
||||
#endif
|
||||
uiMusicHandle = SoundPlayStreamedFile(zFileName, &spParms);
|
||||
|
||||
if(uiMusicHandle != SOUND_ERROR)
|
||||
if (uiMusicHandle != SOUND_ERROR)
|
||||
{
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
gfMusicEnded = FALSE;
|
||||
fMusicPlaying = TRUE;
|
||||
@@ -183,10 +224,19 @@ BOOLEAN MusicPlay(UINT32 uiNum)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOLEAN MusicPlay(NewMusicList mode, UINT8 songIndex)
|
||||
{
|
||||
if (mode >= MAX_MUSIC || songIndex >= MusicLists[mode].size())
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
MusicPlay(MusicLists[mode][songIndex]);
|
||||
}
|
||||
|
||||
//********************************************************************************
|
||||
// MusicSetVolume
|
||||
//
|
||||
@@ -410,78 +460,11 @@ BOOLEAN MusicPoll(BOOLEAN /*fForce*/)
|
||||
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll done");
|
||||
return TRUE;
|
||||
}
|
||||
#ifdef NEWMUSIC
|
||||
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;
|
||||
}
|
||||
#endif
|
||||
|
||||
static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
{
|
||||
static INT8 bPreviousMode = 0;
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
SetSoundID = FALSE;
|
||||
//GlobalSoundID = -1;
|
||||
|
||||
if ( SetSoundID == FALSE )
|
||||
NewSoundID = -1;
|
||||
#endif
|
||||
|
||||
// OK, check if we want to restore
|
||||
if (ubMusicMode == MUSIC_RESTORE)
|
||||
{
|
||||
@@ -489,24 +472,7 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
{
|
||||
bPreviousMode = MUSIC_TACTICAL_NOTHING;
|
||||
}
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
if ( GlobalSoundID == -1 )
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
GlobalSoundID = -1;
|
||||
NewSoundID = -1;
|
||||
}
|
||||
else if ( GlobalSoundID != -1)
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
NewSoundID = gubOldMusicMode2;
|
||||
GlobalSoundID = NewSoundID;
|
||||
}
|
||||
#endif
|
||||
ubMusicMode = bPreviousMode;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -515,11 +481,7 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
}
|
||||
|
||||
// if different, start a new music song
|
||||
#ifdef NEWMUSIC
|
||||
if (fForce || gubOldMusicMode != ubMusicMode || GlobalSoundID == -1 || SetSoundID == TRUE )
|
||||
#else
|
||||
if (fForce || gubOldMusicMode != ubMusicMode)
|
||||
#endif
|
||||
{
|
||||
// Set mode....
|
||||
gubMusicMode = ubMusicMode;
|
||||
@@ -546,36 +508,19 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
static BOOLEAN StartMusicBasedOnMode(void)
|
||||
{
|
||||
static BOOLEAN fFirstTime = TRUE;
|
||||
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "StartMusicBasedOnMode() %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
// Setup a song based on mode we're in!
|
||||
switch(gubMusicMode)
|
||||
{
|
||||
case MUSIC_MAIN_MENU:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(MENUMIX_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_MAIN_MENU));
|
||||
break;
|
||||
|
||||
case MUSIC_LAPTOP:
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(MARIMBAD2_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_LAPTOP));
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_NOTHING:
|
||||
@@ -583,31 +528,11 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(CREEPY_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_CREEPY_MUSIC,TRUE);
|
||||
}
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY));
|
||||
}
|
||||
else
|
||||
{
|
||||
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));
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_NOTHING));
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -616,30 +541,15 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(CREEPY_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY));
|
||||
}
|
||||
else if (NightTime() && MusicLists[MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT].size() > 0)
|
||||
{
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT));
|
||||
}
|
||||
else
|
||||
{
|
||||
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));
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_ENEMYPRESENT));
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -648,47 +558,23 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(CREATURE_BATTLE_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_BATTLE_MUSIC,TRUE);
|
||||
}
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY_BATTLE));
|
||||
}
|
||||
else if (NightTime() && MusicLists[MUSICLIST_TACTICAL_BATTLE_NIGHT].size() > 0)
|
||||
{
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_BATTLE_NIGHT));
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(bBattleModeSong,MUSIC_OLD_TYPE,FALSE);
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_BATTLE));
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_BATTLE,TRUE);
|
||||
}
|
||||
}
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random(2));
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_VICTORY:
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(TRIUMPH_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_VICTORY,TRUE);
|
||||
}
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_VICTORY));
|
||||
gbVictorySongCount++;
|
||||
|
||||
if(gfUseCreatureMusic && !gbWorldSectorZ)
|
||||
@@ -702,16 +588,7 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if ( NewSoundID == -1)
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
MusicPlay(DEATH_MUSIC,MUSIC_OLD_TYPE,FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSoundID = TRUE;
|
||||
MusicPlay(NewSoundID,MUSIC_TACTICAL_DEATH,TRUE);
|
||||
}
|
||||
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_DEATH));
|
||||
gbDeathSongCount++;
|
||||
break;
|
||||
|
||||
@@ -722,121 +599,13 @@ static BOOLEAN StartMusicBasedOnMode(void)
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
#else
|
||||
static BOOLEAN StartMusicBasedOnMode(void)
|
||||
{
|
||||
static BOOLEAN fFirstTime = TRUE;
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "StartMusicBasedOnMode() %d %d", uiMusicHandle, gubMusicMode ) );
|
||||
|
||||
// Setup a song based on mode we're in!
|
||||
switch(gubMusicMode)
|
||||
{
|
||||
case MUSIC_MAIN_MENU:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(MENUMIX_MUSIC);
|
||||
break;
|
||||
|
||||
case MUSIC_LAPTOP:
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(MARIMBAD2_MUSIC);
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_NOTHING:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay(CREEPY_MUSIC);
|
||||
}
|
||||
else
|
||||
{
|
||||
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)
|
||||
{
|
||||
MusicPlay(CREEPY_MUSIC);
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay(bEnemyModeSong);
|
||||
bEnemyModeSong = (INT8) (TENSOR_A_MUSIC + Random(3));
|
||||
}
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_BATTLE:
|
||||
// ATE: Don't fade in
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
if(gfUseCreatureMusic)
|
||||
{
|
||||
MusicPlay(CREATURE_BATTLE_MUSIC);
|
||||
}
|
||||
else
|
||||
{
|
||||
MusicPlay(bBattleModeSong);
|
||||
}
|
||||
bBattleModeSong = (INT8) (BATTLE_A_MUSIC + Random(2));
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_VICTORY:
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(TRIUMPH_MUSIC);
|
||||
gbVictorySongCount++;
|
||||
|
||||
if(gfUseCreatureMusic && !gbWorldSectorZ)
|
||||
{
|
||||
//We just killed all the creatures that just attacked the town.
|
||||
gfUseCreatureMusic = FALSE;
|
||||
}
|
||||
break;
|
||||
|
||||
case MUSIC_TACTICAL_DEATH:
|
||||
|
||||
// ATE: Don't fade in EnemyPresent...
|
||||
gbFadeSpeed = (INT8)uiMusicVolume;
|
||||
MusicPlay(DEATH_MUSIC);
|
||||
gbDeathSongCount++;
|
||||
break;
|
||||
|
||||
default:
|
||||
MusicFadeOut();
|
||||
break;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
BOOLEAN SetMusicMode(UINT8 ubMusicMode)
|
||||
{
|
||||
return SetMusicMode(ubMusicMode, FALSE);
|
||||
}
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID)
|
||||
{
|
||||
return SetMusicModeID(ubMusicMode, SoundID, FALSE);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void MusicStopCallback(void *pData)
|
||||
{
|
||||
|
||||
+18
-49
@@ -3,27 +3,6 @@
|
||||
|
||||
#include "Overhead Types.h"
|
||||
|
||||
enum MusicList
|
||||
{
|
||||
MARIMBAD2_MUSIC,
|
||||
MENUMIX_MUSIC,
|
||||
NOTHING_A_MUSIC,
|
||||
NOTHING_B_MUSIC,
|
||||
NOTHING_C_MUSIC,
|
||||
NOTHING_D_MUSIC,
|
||||
TENSOR_A_MUSIC,
|
||||
TENSOR_B_MUSIC,
|
||||
TENSOR_C_MUSIC,
|
||||
TRIUMPH_MUSIC,
|
||||
DEATH_MUSIC,
|
||||
BATTLE_A_MUSIC,
|
||||
BATTLE_B_MUSIC, //same as tensor B
|
||||
CREEPY_MUSIC,
|
||||
CREATURE_BATTLE_MUSIC,
|
||||
MUSIC_DIR,
|
||||
NUM_MUSIC
|
||||
};
|
||||
|
||||
enum MusicMode
|
||||
{
|
||||
MUSIC_NONE,
|
||||
@@ -42,43 +21,33 @@ enum MusicMode
|
||||
MUSIC_TACTICAL_CIV_GROUP_BATTLE,
|
||||
};
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
typedef struct
|
||||
enum NewMusicList
|
||||
{
|
||||
UINT16 uiIndex;
|
||||
INT32 SoundTacticalVictory[4];
|
||||
INT32 SoundTacticalBattle[4];
|
||||
INT32 SoundTacticalNothing[4];
|
||||
INT32 SoundTacticalTensor[4];
|
||||
INT32 SoundTacticalDeath[4];
|
||||
INT32 SoundTacticalBattleCreature[4];
|
||||
INT32 SoundTacticalBattleCreepy[4];
|
||||
INT32 SoundTacticalBattleGroup[NUM_CIV_GROUPS];
|
||||
MUSICLIST_MAIN_MENU,
|
||||
MUSICLIST_LAPTOP,
|
||||
MUSICLIST_TACTICAL_NOTHING,
|
||||
MUSICLIST_TACTICAL_ENEMYPRESENT,
|
||||
MUSICLIST_TACTICAL_BATTLE,
|
||||
MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT,
|
||||
MUSICLIST_TACTICAL_BATTLE_NIGHT,
|
||||
MUSICLIST_TACTICAL_VICTORY,
|
||||
MUSICLIST_TACTICAL_DEATH,
|
||||
MUSICLIST_TACTICAL_CREEPY,
|
||||
MUSICLIST_TACTICAL_CREEPY_BATTLE,
|
||||
|
||||
} MUSIC_SOUND_VALUES;
|
||||
MAX_MUSIC,
|
||||
};
|
||||
|
||||
extern MUSIC_SOUND_VALUES MusicSoundValues[256];
|
||||
extern INT32 GlobalSoundID;
|
||||
#endif
|
||||
extern std::vector<STR> MusicLists[MAX_MUSIC];
|
||||
|
||||
//extern UINT32 uiMusicHandle;
|
||||
//extern BOOLEAN fMusicPlaying;
|
||||
//extern UINT8 gubMusicMode;
|
||||
//extern BOOLEAN gfForceMusicToTense;
|
||||
void InitializeMusicLists();
|
||||
|
||||
UINT8 GetMusicMode(void);
|
||||
BOOLEAN SetMusicMode(UINT8 ubMusicMode);
|
||||
|
||||
// only for editor (editscreen.cpp)
|
||||
#ifdef NEWMUSIC
|
||||
BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound);
|
||||
#else
|
||||
BOOLEAN MusicPlay(UINT32 uiNum);
|
||||
#endif
|
||||
// Used in lua scripting and editscreen.cpp
|
||||
BOOLEAN MusicPlay(NewMusicList mode, UINT8 songIndex);
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID);
|
||||
#endif
|
||||
UINT32 MusicGetVolume(void);
|
||||
BOOLEAN MusicSetVolume(UINT32 uiVolume);
|
||||
|
||||
|
||||
@@ -56,6 +56,7 @@
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <Music Control.h>
|
||||
|
||||
|
||||
static void MAGIC(std::string const& aarrrrgggh = "")
|
||||
@@ -574,6 +575,9 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
FastDebugMsg("Initializing Music");
|
||||
InitializeMusicLists();
|
||||
|
||||
FastDebugMsg("Initializing Game Manager");
|
||||
// Initialize the Game
|
||||
if (InitializeGame() == FALSE)
|
||||
|
||||
Reference in New Issue
Block a user