Files
source/Utils/Music Control.cpp
T

554 lines
13 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "types.h"
#include "Music Control.h"
#include "soundman.h"
#include "Random.h"
#include "gamescreen.h"
#include "jascreens.h"
#include "Creature Spreading.h"
#include "overhead.h"
#include "timer control.h"
#include "strategicmap.h"
#include "fade screen.h"
#endif
extern int iScreenMode;
UINT32 uiMusicHandle=NO_SAMPLE;
UINT32 uiMusicVolume=50;
BOOLEAN fMusicPlaying=FALSE;
BOOLEAN fMusicFadingOut=FALSE;
BOOLEAN fMusicFadingIn=FALSE;
BOOLEAN gfMusicEnded = FALSE;
UINT8 gubMusicMode = 0;
UINT8 gubOldMusicMode = 0;
INT8 gbVictorySongCount = 0;
INT8 gbDeathSongCount = 0;
INT8 bNothingModeSong;
INT8 bEnemyModeSong;
INT8 bBattleModeSong;
INT8 gbFadeSpeed = 1;
CHAR8 *szMusicList[NUM_MUSIC]=
{
"MUSIC\\marimbad 2.wav",
"MUSIC\\menumix1.wav",
"MUSIC\\nothing A.wav",
"MUSIC\\nothing B.wav",
"MUSIC\\nothing C.wav",
"MUSIC\\nothing D.wav",
"MUSIC\\tensor A.wav",
"MUSIC\\tensor B.wav",
"MUSIC\\tensor C.wav",
"MUSIC\\triumph.wav",
"MUSIC\\death.wav",
"MUSIC\\battle A.wav",
"MUSIC\\tensor B.wav",
"MUSIC\\creepy.wav",
"MUSIC\\creature battle.wav",
};
BOOLEAN gfForceMusicToTense = FALSE;
BOOLEAN gfDontRestartSong = FALSE;
BOOLEAN StartMusicBasedOnMode( );
void DoneFadeOutDueToEndMusic( void );
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->bLife >= OKLIFE )
{
if ( pSoldier->bOppCnt != 0 )
{
return( FALSE );
}
}
}
return( TRUE );
}
void MusicStopCallback( void *pData );
//********************************************************************************
// MusicPlay
//
// Starts up one of the tunes in the music list.
//
// Returns: TRUE if the music was started, FALSE if an error occurred
//
//********************************************************************************
BOOLEAN MusicPlay(UINT32 uiNum)
{
if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
return FALSE;
SOUNDPARMS spParms;
if(fMusicPlaying)
MusicStop();
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
spParms.uiPriority=PRIORITY_MAX;
spParms.uiVolume=0;
spParms.uiLoop=1; // Lesh: only 1 line added
spParms.EOSCallback = MusicStopCallback;
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "About to call SoundPlayStreamedFile" );
uiMusicHandle=SoundPlayStreamedFile(szMusicList[uiNum], &spParms);
if(uiMusicHandle!=SOUND_ERROR)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
gfMusicEnded = FALSE;
fMusicPlaying=TRUE;
MusicFadeIn();
return(TRUE);
}
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
return(FALSE);
}
//********************************************************************************
// MusicSetVolume
//
// Sets the volume on the currently playing music.
//
// Returns: TRUE if the volume was set, FALSE if an error occurred
//
//********************************************************************************
BOOLEAN MusicSetVolume(UINT32 uiVolume)
{
INT32 uiOldMusicVolume = uiMusicVolume;
if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
return FALSE;
uiMusicVolume=__min(uiVolume, 127);
if(uiMusicHandle!=NO_SAMPLE)
{
// get volume and if 0 stop music!
if ( uiMusicVolume == 0 )
{
gfDontRestartSong = TRUE;
MusicStop( );
return( TRUE );
}
SoundSetVolume(uiMusicHandle, uiMusicVolume);
return(TRUE);
}
// If here, check if we need to re-start music
// Have we re-started?
if ( uiMusicVolume > 0 && uiOldMusicVolume == 0 )
{
StartMusicBasedOnMode( );
}
return(FALSE);
}
//********************************************************************************
// MusicGetVolume
//
// Gets the volume on the currently playing music.
//
// Returns: TRUE if the volume was set, FALSE if an error occurred
//
//********************************************************************************
UINT32 MusicGetVolume(void)
{
return(uiMusicVolume);
}
//********************************************************************************
// MusicStop
//
// Stops the currently playing music.
//
// Returns: TRUE if the music was stopped, FALSE if an error occurred
//
//********************************************************************************
BOOLEAN MusicStop(void)
{
if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
return(FALSE);
if(uiMusicHandle!=NO_SAMPLE)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music Stop %d %d", uiMusicHandle, gubMusicMode ) );
SoundStop(uiMusicHandle);
fMusicPlaying=FALSE;
uiMusicHandle = NO_SAMPLE;
return(TRUE);
}
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music Stop %d %d", uiMusicHandle, gubMusicMode ) );
return(FALSE);
}
//********************************************************************************
// MusicFadeOut
//
// Fades out the current song.
//
// Returns: TRUE if the music has begun fading, FALSE if an error occurred
//
//********************************************************************************
BOOLEAN MusicFadeOut(void)
{
if(uiMusicHandle!=NO_SAMPLE)
{
fMusicFadingOut=TRUE;
return(TRUE);
}
return(FALSE);
}
//********************************************************************************
// MusicFadeIn
//
// Fades in the current song.
//
// Returns: TRUE if the music has begun fading in, FALSE if an error occurred
//
//********************************************************************************
BOOLEAN MusicFadeIn(void)
{
if(uiMusicHandle!=NO_SAMPLE)
{
fMusicFadingIn=TRUE;
return(TRUE);
}
return(FALSE);
}
//********************************************************************************
// MusicPoll
//
// Handles any maintenance the music system needs done. Should be polled from
// the main loop, or somewhere with a high frequency of calls.
//
// Returns: TRUE always
//
//********************************************************************************
BOOLEAN MusicPoll( BOOLEAN fForce )
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll");
if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
return(TRUE);
INT32 iVol;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: SoundServiceStreams ");
SoundServiceStreams();
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: SoundServiceRandom ");
SoundServiceRandom();
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Handle Sound every sound overhead time");
// Handle Sound every sound overhead time....
if ( COUNTERDONE( MUSICOVERHEAD ) )
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Reset counter");
// Reset counter
RESETCOUNTER( MUSICOVERHEAD );
if(fMusicFadingIn)
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music fading in");
if(uiMusicHandle!=NO_SAMPLE)
{
iVol=SoundGetVolume(uiMusicHandle);
iVol=__min( (INT32)uiMusicVolume, iVol+gbFadeSpeed );
SoundSetVolume(uiMusicHandle, iVol);
if(iVol==(INT32)uiMusicVolume)
{
fMusicFadingIn=FALSE;
gbFadeSpeed = 1;
}
}
}
else if(fMusicFadingOut)
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music fading out");
if(uiMusicHandle!=NO_SAMPLE)
{
iVol=SoundGetVolume(uiMusicHandle);
iVol=(iVol >=1)? iVol-gbFadeSpeed : 0;
iVol=__max( (INT32)iVol, 0 );
SoundSetVolume(uiMusicHandle, iVol);
if(iVol==0)
{
MusicStop();
fMusicFadingOut=FALSE;
gbFadeSpeed = 1;
}
}
}
//#endif
if ( gfMusicEnded )
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music ended");
// OK, based on our music mode, play another!
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music End Loop %d %d", uiMusicHandle, gubMusicMode ) );
// If we were in victory mode, change!
if ( gbVictorySongCount == 1 || gbDeathSongCount == 1 )
{
if ( gbDeathSongCount == 1 && guiCurrentScreen == GAME_SCREEN )
{
CheckAndHandleUnloadingOfCurrentWorld();
}
if ( gbVictorySongCount == 1 )
{
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
}
else
{
if ( !gfDontRestartSong )
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: don't restart song, StartMusicBasedOnMode");
StartMusicBasedOnMode( );
}
}
gfMusicEnded = FALSE;
gfDontRestartSong = FALSE;
}
}
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll done");
return(TRUE);
}
BOOLEAN SetMusicMode( UINT8 ubMusicMode )
{
static INT8 bPreviousMode = 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;
}
else
{
// Save previous mode...
bPreviousMode = gubOldMusicMode;
}
// if different, start a new music song
if ( gubOldMusicMode != ubMusicMode )
{
// Set mode....
gubMusicMode = ubMusicMode;
//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;
return( TRUE );
}
BOOLEAN StartMusicBasedOnMode( )
{
static BOOLEAN fFirstTime = TRUE;
if ( fFirstTime )
{
fFirstTime = FALSE;
bNothingModeSong = NOTHING_A_MUSIC + (INT8)Random( 4 );
bEnemyModeSong = TENSOR_A_MUSIC + (INT8)Random( 3 );
bBattleModeSong = BATTLE_A_MUSIC + (INT8)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 = NOTHING_A_MUSIC + (INT8)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 = TENSOR_A_MUSIC + (INT8)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 = BATTLE_A_MUSIC + (INT8)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 );
}
void MusicStopCallback( void *pData )
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
gfMusicEnded = TRUE;
uiMusicHandle = NO_SAMPLE;
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Music EndCallback completed" );
}
void SetMusicFadeSpeed( INT8 bFadeSpeed )
{
gbFadeSpeed = bFadeSpeed;
}
void FadeMusicForXSeconds( UINT32 uiDelay )
{
INT16 sNumTimeSteps, sNumVolumeSteps;
// get # time steps in delay....
sNumTimeSteps = (INT16)( uiDelay / 10 );
// Devide this by music volume...
sNumVolumeSteps = (INT16)( uiMusicVolume / sNumTimeSteps );
// Set fade delay...
SetMusicFadeSpeed( (INT8)sNumVolumeSteps );
}
void DoneFadeOutDueToEndMusic( void )
{
// Quit game....
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
//SetPendingNewScreen( MAINMENU_SCREEN );
}