Allow separate enemy present & battle music for nighttime

Defaults to regular enemypresent and battle music if no nighttime music tracks are found
This commit is contained in:
Asdow
2024-01-29 21:37:05 +02:00
parent 51c3967c42
commit e93dc3fb6d
2 changed files with 17 additions and 0 deletions
+15
View File
@@ -8,6 +8,7 @@
#include "strategicmap.h"
#include "Overhead Types.h"
#include <Game Clock.h>
static UINT32 uiMusicHandle = NO_SAMPLE;
static BOOLEAN fMusicPlaying = FALSE;
@@ -140,6 +141,12 @@ void InitializeMusicLists()
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;
@@ -528,6 +535,10 @@ static BOOLEAN StartMusicBasedOnMode(void)
{
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY));
}
else if (NightTime() && MusicLists[MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT].size() > 0)
{
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT));
}
else
{
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_ENEMYPRESENT));
@@ -541,6 +552,10 @@ static BOOLEAN StartMusicBasedOnMode(void)
{
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY_BATTLE));
}
else if (NightTime() && MusicLists[MUSICLIST_TACTICAL_BATTLE_NIGHT].size() > 0)
{
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_BATTLE_NIGHT));
}
else
{
MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_BATTLE));
+2
View File
@@ -28,6 +28,8 @@ enum NewMusicList
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,