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- Disabled the new music externalization code from revision 6296 (by Jazz)
o The new music code is now surrounded by a define called NEWMUSIC o Jazz will rework the new music code in the future o For now we have the old music code back, which should fix the mentioned bugs -> Music in the main menu is starting again from beginning when going from preferences screen back to main menu screen -> The battle tracks can play only 5-15 second then they start from all over again -> The win music after tactical battle never run -> ... git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6381 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1355,7 +1355,7 @@ BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
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gAimOldArchives[p-1].FaceID=-1;
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}
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#ifdef NEWMUSIC
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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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@@ -1380,7 +1380,7 @@ BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
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{
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LetLuaMusicControl(0);
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}
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#endif
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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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// load Lua for Strategic Mines initialization
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@@ -3999,6 +3999,7 @@ if( !SaveNewEmailDataToSaveGameFile( hFile ) )
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}
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//restore the music mode
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#ifdef NEWMUSIC
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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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@@ -4008,6 +4009,7 @@ if( !SaveNewEmailDataToSaveGameFile( hFile ) )
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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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#endif
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SetMusicMode( GetMusicMode() );
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//Unset the fact that we are saving a game
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@@ -5897,6 +5899,7 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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//if( SaveGameHeader.fWorldLoaded )
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//{
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#ifdef NEWMUSIC
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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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@@ -5906,6 +5909,7 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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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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#endif
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SetMusicMode( gMusicModeToPlay );
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//}
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//else
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@@ -2060,11 +2060,12 @@ void RenderAutoResolve()
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SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
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SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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LogBattleResults( LOG_VICTORY );
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@@ -2085,11 +2086,12 @@ void RenderAutoResolve()
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}
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HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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@@ -2106,11 +2108,12 @@ void RenderAutoResolve()
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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gsCiviliansEatenByMonsters = gpAR->ubAliveEnemies;
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}
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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LogBattleResults( LOG_DEFEAT );
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@@ -1284,11 +1284,12 @@ BOOLEAN PrepareCreaturesForBattle()
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{ //creatures are attacking a town sector
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//gfUseCreatureMusic = TRUE;
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UseCreatureMusic(TRUE);
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#ifdef NEWMUSIC
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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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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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ubCreatureHabitat = MINE_EXIT;
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@@ -537,12 +537,16 @@ 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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#ifdef NEWMUSIC
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static int l_MusicPlayId (lua_State *L);
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#endif
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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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#ifdef NEWMUSIC
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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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#endif
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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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@@ -809,8 +813,9 @@ 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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#ifdef NEWMUSIC
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BOOLEAN LetLuaMusicControl(UINT8 Init);
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#endif
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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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static int l_GetgfTacticalTraversal (lua_State *L);
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@@ -1304,12 +1309,13 @@ 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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#ifdef NEWMUSIC
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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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#endif
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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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@@ -1680,7 +1686,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register(L,"EnvEndRainStorm", l_EnvEndRainStorm);
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}
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#ifdef NEWMUSIC
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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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@@ -1699,7 +1705,7 @@ BOOLEAN LetLuaMusicControl(UINT8 Init)
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return true;
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}
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#endif
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//------------------- intro -----------
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BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse )
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@@ -5448,7 +5454,7 @@ static int l_MusicSetVolume (lua_State *L)
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}
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return 0;
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}
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#ifdef NEWMUSIC
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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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@@ -5608,18 +5614,22 @@ static int l_gAddMusic(lua_State *L)
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return 0;
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}
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#endif
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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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#ifdef NEWMUSIC
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MusicPlay( uiNum, MUSIC_OLD_TYPE, FALSE);
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#else
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MusicPlay( uiNum );
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#endif
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}
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return 0;
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}
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#ifdef NEWMUSIC
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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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@@ -5632,7 +5642,7 @@ static int l_MusicPlayId (lua_State *L)
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}
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return 0;
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}
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#endif
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static int l_SetMusicMode (lua_State *L)
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{
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if ( lua_gettop(L) >= 1 )
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@@ -872,11 +872,13 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ];
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if ( MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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#ifdef JA2UB
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@@ -963,11 +963,12 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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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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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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if( gfTacticalTraversal && pInitiatingBattleGroup == gpTacticalTraversalGroup ||
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@@ -2282,11 +2282,13 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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{
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// ATE; Fade FA.T....
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SetMusicFadeSpeed( 5 );
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#ifdef NEWMUSIC
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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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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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@@ -4470,10 +4472,12 @@ void AllMercsHaveWalkedOffSector( )
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// ATE; Fade FAST....
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SetMusicFadeSpeed( 5 );
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#ifdef NEWMUSIC
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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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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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}
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@@ -156,11 +156,13 @@ void BeginAutoBandage( )
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}
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}
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#ifdef NEWMUSIC
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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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#endif
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}
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+3
-1
@@ -118,10 +118,12 @@ void ExitBoxing( void )
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{
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EndTopMessage();
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#ifdef NEWMUSIC
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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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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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// Lock UI until we get out of the ring
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@@ -910,10 +910,12 @@ void HandleFirstHeliDropOfGame( )
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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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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#endif
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||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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||||
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||||
}
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@@ -922,11 +924,13 @@ void HandleFirstHeliDropOfGame( )
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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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#ifdef NEWMUSIC
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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 );
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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#endif
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||||
SetMusicMode( MUSIC_TACTICAL_NOTHING );
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||||
}
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||||
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||||
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+16
-1
@@ -5896,10 +5896,12 @@ void CommonEnterCombatModeCode( )
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// Say quote.....
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||||
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// Change music modes
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]);
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else
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#endif
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||||
SetMusicMode( MUSIC_TACTICAL_BATTLE );
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||||
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||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
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||||
@@ -6062,10 +6064,12 @@ void ExitCombatMode( )
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||||
UseCreatureMusic(HostileZombiesPresent());
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#endif
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||||
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||||
#ifdef NEWMUSIC
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||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
BetweenTurnsVisibilityAdjustments();
|
||||
@@ -6128,10 +6132,12 @@ void SetEnemyPresence( )
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
|
||||
@@ -6473,10 +6479,12 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
return( TRUE );
|
||||
@@ -6931,10 +6939,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
}
|
||||
|
||||
// Play death music
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_DEATH );
|
||||
|
||||
SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
|
||||
@@ -7088,10 +7098,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
// Change music modes
|
||||
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
|
||||
{
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_VICTORY );
|
||||
|
||||
// OJW - 20081222 - dont auto-bandage if networked
|
||||
@@ -7141,10 +7153,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
else
|
||||
{
|
||||
// Change to nothing music...
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
||||
// OJW - 20081222 - dont auto bandage if networked
|
||||
if (!is_networked)
|
||||
@@ -7225,11 +7239,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
||||
|
||||
}
|
||||
|
||||
@@ -2652,11 +2652,12 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
|
||||
PlayJA2SampleFromFile( "Sounds\\zombie1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
|
||||
|
||||
UseCreatureMusic(TRUE); // Madd: music when zombies rise
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
|
||||
|
||||
@@ -3622,10 +3622,12 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
|
||||
// If we are NOT in any music mode...
|
||||
if ( GetMusicMode() == MUSIC_NONE )
|
||||
{
|
||||
#ifdef NEWMUSIC
|
||||
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
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_BATTLE );
|
||||
}
|
||||
}
|
||||
|
||||
+134
-8
@@ -30,6 +30,7 @@ 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;
|
||||
@@ -38,6 +39,11 @@ 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;
|
||||
|
||||
@@ -75,9 +81,10 @@ 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( )
|
||||
@@ -114,7 +121,11 @@ 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
|
||||
{
|
||||
// WANNE: We want music in windowed mode
|
||||
//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
|
||||
@@ -136,11 +147,14 @@ BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound )
|
||||
//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
|
||||
sprintf( zFileName, "%s.ogg", szMusicList[uiNum] );
|
||||
if ( !FileExists( zFileName ) )
|
||||
sprintf( zFileName, "%s.wav", szMusicList[uiNum] );
|
||||
#ifdef NEWMUSIC
|
||||
}
|
||||
else if ( NewSound == TRUE )
|
||||
{
|
||||
@@ -189,7 +203,7 @@ BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound )
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
uiMusicHandle = SoundPlayStreamedFile(zFileName, &spParms);
|
||||
|
||||
if(uiMusicHandle != SOUND_ERROR)
|
||||
@@ -429,7 +443,7 @@ 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;
|
||||
@@ -487,17 +501,20 @@ static BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID, BOOLEAN fForce)
|
||||
|
||||
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)
|
||||
{
|
||||
@@ -505,7 +522,8 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
{
|
||||
bPreviousMode = MUSIC_TACTICAL_NOTHING;
|
||||
}
|
||||
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
if ( GlobalSoundID == -1 )
|
||||
{
|
||||
SetSoundID = FALSE;
|
||||
@@ -518,7 +536,7 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
NewSoundID = gubOldMusicMode2;
|
||||
GlobalSoundID = NewSoundID;
|
||||
}
|
||||
|
||||
#endif
|
||||
ubMusicMode = bPreviousMode;
|
||||
|
||||
|
||||
@@ -530,7 +548,11 @@ 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;
|
||||
@@ -557,12 +579,11 @@ static BOOLEAN SetMusicMode(UINT8 ubMusicMode, BOOLEAN fForce)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
static BOOLEAN StartMusicBasedOnMode(void)
|
||||
{
|
||||
static BOOLEAN fFirstTime = TRUE;
|
||||
|
||||
static BOOLEAN fCivGroup = FALSE;
|
||||
|
||||
if (fFirstTime)
|
||||
{
|
||||
@@ -734,16 +755,121 @@ 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)
|
||||
{
|
||||
|
||||
@@ -42,6 +42,7 @@ enum MusicMode
|
||||
MUSIC_TACTICAL_CIV_GROUP_BATTLE,
|
||||
};
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
typedef struct
|
||||
{
|
||||
UINT16 uiIndex;
|
||||
@@ -58,6 +59,7 @@ typedef struct
|
||||
|
||||
extern MUSIC_SOUND_VALUES MusicSoundValues[256];
|
||||
extern INT32 GlobalSoundID;
|
||||
#endif
|
||||
|
||||
//extern UINT32 uiMusicHandle;
|
||||
//extern BOOLEAN fMusicPlaying;
|
||||
@@ -68,10 +70,15 @@ 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
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID);
|
||||
|
||||
#endif
|
||||
UINT32 MusicGetVolume(void);
|
||||
BOOLEAN MusicSetVolume(UINT32 uiVolume);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user