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Defaults to regular enemypresent and battle music if no nighttime music tracks are found
71 lines
1.5 KiB
C++
71 lines
1.5 KiB
C++
#ifndef _MUSIC_CONTROL_H_
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#define _MUSIC_CONTROL_H_
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#include "Overhead Types.h"
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enum MusicMode
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{
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MUSIC_NONE,
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MUSIC_RESTORE,
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MUSIC_MAIN_MENU,
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MUSIC_TACTICAL_NOTHING,
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MUSIC_TACTICAL_ENEMYPRESENT,
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MUSIC_TACTICAL_BATTLE,
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MUSIC_TACTICAL_VICTORY,
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MUSIC_TACTICAL_DEATH,
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MUSIC_LAPTOP,
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MUSIC_OLD_TYPE,
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MUSIC_TACTICAL_BATTLE_MUSIC,
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MUSIC_TACTICAL_CREEPY_MUSIC,
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OTHER_MUSIC_TACTICAL,
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MUSIC_TACTICAL_CIV_GROUP_BATTLE,
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};
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enum NewMusicList
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{
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MUSICLIST_MAIN_MENU,
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MUSICLIST_LAPTOP,
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MUSICLIST_TACTICAL_NOTHING,
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MUSICLIST_TACTICAL_ENEMYPRESENT,
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MUSICLIST_TACTICAL_BATTLE,
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MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT,
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MUSICLIST_TACTICAL_BATTLE_NIGHT,
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MUSICLIST_TACTICAL_VICTORY,
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MUSICLIST_TACTICAL_DEATH,
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MUSICLIST_TACTICAL_CREEPY,
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MUSICLIST_TACTICAL_CREEPY_BATTLE,
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MAX_MUSIC,
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};
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extern std::vector<STR> MusicLists[MAX_MUSIC];
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void InitializeMusicLists();
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UINT8 GetMusicMode(void);
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BOOLEAN SetMusicMode(UINT8 ubMusicMode);
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// Used in lua scripting and editscreen.cpp
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BOOLEAN MusicPlay(NewMusicList mode, UINT8 songIndex);
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UINT32 MusicGetVolume(void);
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BOOLEAN MusicSetVolume(UINT32 uiVolume);
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BOOLEAN MusicPoll(BOOLEAN fForce);
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void SetMusicFadeSpeed(INT8 bFadeSpeed);
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BOOLEAN UsingCreatureMusic(void);
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void UseCreatureMusic(BOOLEAN fUseCreatureMusic);
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// only for luaglobal.cpp
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BOOLEAN IsMusicPlaying(void);
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UINT32 GetMusicHandle(void);
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//BOOLEAN MusicStop(void);
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//BOOLEAN MusicFadeOut(void);
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//BOOLEAN MusicFadeIn(void);
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//void FadeMusicForXSeconds( UINT32 uiDelay );
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#endif
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