mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@734 3b4a5df2-a311-0410-b5c6-a8a6f20db521
555 lines
13 KiB
C++
555 lines
13 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#else
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#include "types.h"
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#include "Music Control.h"
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#include "soundman.h"
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#include "Random.h"
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#include "gamescreen.h"
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#include "jascreens.h"
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#include "Creature Spreading.h"
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#include "soldier control.h"
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#include "overhead.h"
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#include "timer control.h"
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#include "strategicmap.h"
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#include "fade screen.h"
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#endif
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extern int iScreenMode;
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UINT32 uiMusicHandle=NO_SAMPLE;
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UINT32 uiMusicVolume=50;
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BOOLEAN fMusicPlaying=FALSE;
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BOOLEAN fMusicFadingOut=FALSE;
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BOOLEAN fMusicFadingIn=FALSE;
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BOOLEAN gfMusicEnded = FALSE;
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UINT8 gubMusicMode = 0;
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UINT8 gubOldMusicMode = 0;
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INT8 gbVictorySongCount = 0;
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INT8 gbDeathSongCount = 0;
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INT8 bNothingModeSong;
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INT8 bEnemyModeSong;
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INT8 bBattleModeSong;
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INT8 gbFadeSpeed = 1;
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CHAR8 *szMusicList[NUM_MUSIC]=
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{
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"MUSIC\\marimbad 2.wav",
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"MUSIC\\menumix1.wav",
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"MUSIC\\nothing A.wav",
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"MUSIC\\nothing B.wav",
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"MUSIC\\nothing C.wav",
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"MUSIC\\nothing D.wav",
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"MUSIC\\tensor A.wav",
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"MUSIC\\tensor B.wav",
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"MUSIC\\tensor C.wav",
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"MUSIC\\triumph.wav",
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"MUSIC\\death.wav",
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"MUSIC\\battle A.wav",
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"MUSIC\\tensor B.wav",
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"MUSIC\\creepy.wav",
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"MUSIC\\creature battle.wav",
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};
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BOOLEAN gfForceMusicToTense = FALSE;
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BOOLEAN gfDontRestartSong = FALSE;
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BOOLEAN StartMusicBasedOnMode( );
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void DoneFadeOutDueToEndMusic( void );
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extern void HandleEndDemoInCreatureLevel( );
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BOOLEAN NoEnemiesInSight( )
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{
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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// Loop through our guys
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// End the turn of player charactors
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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{
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if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE )
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{
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if ( pSoldier->bOppCnt != 0 )
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{
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return( FALSE );
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}
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}
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}
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return( TRUE );
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}
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void MusicStopCallback( void *pData );
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//********************************************************************************
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// MusicPlay
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//
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// Starts up one of the tunes in the music list.
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//
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// Returns: TRUE if the music was started, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicPlay(UINT32 uiNum)
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{
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if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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return FALSE;
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SOUNDPARMS spParms;
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if(fMusicPlaying)
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MusicStop();
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memset(&spParms, 0xff, sizeof(SOUNDPARMS));
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spParms.uiPriority=PRIORITY_MAX;
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spParms.uiVolume=0;
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spParms.uiLoop=1; // Lesh: only 1 line added
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spParms.EOSCallback = MusicStopCallback;
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "About to call SoundPlayStreamedFile" );
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uiMusicHandle=SoundPlayStreamedFile(szMusicList[uiNum], &spParms);
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if(uiMusicHandle!=SOUND_ERROR)
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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gfMusicEnded = FALSE;
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fMusicPlaying=TRUE;
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MusicFadeIn();
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return(TRUE);
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}
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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return(FALSE);
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}
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//********************************************************************************
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// MusicSetVolume
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//
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// Sets the volume on the currently playing music.
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//
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// Returns: TRUE if the volume was set, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicSetVolume(UINT32 uiVolume)
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{
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INT32 uiOldMusicVolume = uiMusicVolume;
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if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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return FALSE;
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uiMusicVolume=__min(uiVolume, 127);
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if(uiMusicHandle!=NO_SAMPLE)
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{
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// get volume and if 0 stop music!
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if ( uiMusicVolume == 0 )
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{
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gfDontRestartSong = TRUE;
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MusicStop( );
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return( TRUE );
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}
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SoundSetVolume(uiMusicHandle, uiMusicVolume);
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return(TRUE);
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}
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// If here, check if we need to re-start music
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// Have we re-started?
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if ( uiMusicVolume > 0 && uiOldMusicVolume == 0 )
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{
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StartMusicBasedOnMode( );
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}
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return(FALSE);
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}
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//********************************************************************************
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// MusicGetVolume
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//
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// Gets the volume on the currently playing music.
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//
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// Returns: TRUE if the volume was set, FALSE if an error occurred
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//
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//********************************************************************************
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UINT32 MusicGetVolume(void)
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{
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return(uiMusicVolume);
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}
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//********************************************************************************
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// MusicStop
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//
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// Stops the currently playing music.
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//
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// Returns: TRUE if the music was stopped, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicStop(void)
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{
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if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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return(FALSE);
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if(uiMusicHandle!=NO_SAMPLE)
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music Stop %d %d", uiMusicHandle, gubMusicMode ) );
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SoundStop(uiMusicHandle);
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fMusicPlaying=FALSE;
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uiMusicHandle = NO_SAMPLE;
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return(TRUE);
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}
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music Stop %d %d", uiMusicHandle, gubMusicMode ) );
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return(FALSE);
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}
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//********************************************************************************
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// MusicFadeOut
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//
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// Fades out the current song.
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//
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// Returns: TRUE if the music has begun fading, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicFadeOut(void)
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{
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if(uiMusicHandle!=NO_SAMPLE)
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{
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fMusicFadingOut=TRUE;
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return(TRUE);
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}
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return(FALSE);
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}
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//********************************************************************************
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// MusicFadeIn
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//
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// Fades in the current song.
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//
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// Returns: TRUE if the music has begun fading in, FALSE if an error occurred
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//
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//********************************************************************************
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BOOLEAN MusicFadeIn(void)
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{
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if(uiMusicHandle!=NO_SAMPLE)
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{
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fMusicFadingIn=TRUE;
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return(TRUE);
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}
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return(FALSE);
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}
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//********************************************************************************
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// MusicPoll
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//
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// Handles any maintenance the music system needs done. Should be polled from
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// the main loop, or somewhere with a high frequency of calls.
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//
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// Returns: TRUE always
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//
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//********************************************************************************
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BOOLEAN MusicPoll( BOOLEAN fForce )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll");
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if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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return(TRUE);
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INT32 iVol;
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: SoundServiceStreams ");
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SoundServiceStreams();
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: SoundServiceRandom ");
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SoundServiceRandom();
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Handle Sound every sound overhead time");
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// Handle Sound every sound overhead time....
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if ( COUNTERDONE( MUSICOVERHEAD ) )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Reset counter");
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// Reset counter
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RESETCOUNTER( MUSICOVERHEAD );
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if(fMusicFadingIn)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music fading in");
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if(uiMusicHandle!=NO_SAMPLE)
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{
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iVol=SoundGetVolume(uiMusicHandle);
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iVol=__min( (INT32)uiMusicVolume, iVol+gbFadeSpeed );
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SoundSetVolume(uiMusicHandle, iVol);
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if(iVol==(INT32)uiMusicVolume)
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{
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fMusicFadingIn=FALSE;
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gbFadeSpeed = 1;
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}
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}
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}
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else if(fMusicFadingOut)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music fading out");
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if(uiMusicHandle!=NO_SAMPLE)
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{
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iVol=SoundGetVolume(uiMusicHandle);
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iVol=(iVol >=1)? iVol-gbFadeSpeed : 0;
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iVol=__max( (INT32)iVol, 0 );
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SoundSetVolume(uiMusicHandle, iVol);
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if(iVol==0)
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{
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MusicStop();
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fMusicFadingOut=FALSE;
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gbFadeSpeed = 1;
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}
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}
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}
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//#endif
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if ( gfMusicEnded )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: music ended");
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// OK, based on our music mode, play another!
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music End Loop %d %d", uiMusicHandle, gubMusicMode ) );
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// If we were in victory mode, change!
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if ( gbVictorySongCount == 1 || gbDeathSongCount == 1 )
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{
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if ( gbDeathSongCount == 1 && guiCurrentScreen == GAME_SCREEN )
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{
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CheckAndHandleUnloadingOfCurrentWorld();
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}
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if ( gbVictorySongCount == 1 )
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{
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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}
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else
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{
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if ( !gfDontRestartSong )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: don't restart song, StartMusicBasedOnMode");
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StartMusicBasedOnMode( );
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}
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}
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gfMusicEnded = FALSE;
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gfDontRestartSong = FALSE;
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}
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}
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll done");
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return(TRUE);
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}
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BOOLEAN SetMusicMode( UINT8 ubMusicMode )
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{
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static INT8 bPreviousMode = 0;
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// OK, check if we want to restore
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if ( ubMusicMode == MUSIC_RESTORE )
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{
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if ( bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH )
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{
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bPreviousMode = MUSIC_TACTICAL_NOTHING;
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}
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ubMusicMode = bPreviousMode;
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}
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else
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{
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// Save previous mode...
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bPreviousMode = gubOldMusicMode;
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}
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// if different, start a new music song
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if ( gubOldMusicMode != ubMusicMode )
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{
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// Set mode....
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gubMusicMode = ubMusicMode;
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music New Mode %d %d", uiMusicHandle, gubMusicMode ) );
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gbVictorySongCount = 0;
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gbDeathSongCount = 0;
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if(uiMusicHandle!=NO_SAMPLE )
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{
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// Fade out old music
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MusicFadeOut( );
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}
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else
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{
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// Change music!
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StartMusicBasedOnMode( );
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}
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}
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gubOldMusicMode = gubMusicMode;
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return( TRUE );
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}
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BOOLEAN StartMusicBasedOnMode( )
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{
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static BOOLEAN fFirstTime = TRUE;
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if ( fFirstTime )
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{
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fFirstTime = FALSE;
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bNothingModeSong = NOTHING_A_MUSIC + (INT8)Random( 4 );
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bEnemyModeSong = TENSOR_A_MUSIC + (INT8)Random( 3 );
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bBattleModeSong = BATTLE_A_MUSIC + (INT8)Random( 2 );
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}
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "StartMusicBasedOnMode() %d %d", uiMusicHandle, gubMusicMode ) );
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// Setup a song based on mode we're in!
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switch( gubMusicMode )
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{
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case MUSIC_MAIN_MENU:
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// ATE: Don't fade in
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gbFadeSpeed = (INT8)uiMusicVolume;
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MusicPlay( MENUMIX_MUSIC );
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break;
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case MUSIC_LAPTOP:
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gbFadeSpeed = (INT8)uiMusicVolume;
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MusicPlay( MARIMBAD2_MUSIC );
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break;
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case MUSIC_TACTICAL_NOTHING:
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// ATE: Don't fade in
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gbFadeSpeed = (INT8)uiMusicVolume;
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if( gfUseCreatureMusic )
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{
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MusicPlay( CREEPY_MUSIC );
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}
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else
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{
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MusicPlay( bNothingModeSong );
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bNothingModeSong = NOTHING_A_MUSIC + (INT8)Random( 4 );
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}
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break;
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case MUSIC_TACTICAL_ENEMYPRESENT:
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// ATE: Don't fade in EnemyPresent...
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gbFadeSpeed = (INT8)uiMusicVolume;
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if( gfUseCreatureMusic )
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{
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MusicPlay( CREEPY_MUSIC );
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}
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else
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{
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MusicPlay( bEnemyModeSong );
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bEnemyModeSong = TENSOR_A_MUSIC + (INT8)Random( 3 );
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}
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break;
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case MUSIC_TACTICAL_BATTLE:
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// ATE: Don't fade in
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gbFadeSpeed = (INT8)uiMusicVolume;
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if( gfUseCreatureMusic )
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{
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MusicPlay( CREATURE_BATTLE_MUSIC );
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}
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else
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{
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MusicPlay( bBattleModeSong );
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}
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bBattleModeSong = BATTLE_A_MUSIC + (INT8)Random( 2 );
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break;
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case MUSIC_TACTICAL_VICTORY:
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// ATE: Don't fade in EnemyPresent...
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gbFadeSpeed = (INT8)uiMusicVolume;
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MusicPlay( TRIUMPH_MUSIC );
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gbVictorySongCount++;
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if( gfUseCreatureMusic && !gbWorldSectorZ )
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{ //We just killed all the creatures that just attacked the town.
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gfUseCreatureMusic = FALSE;
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}
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break;
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case MUSIC_TACTICAL_DEATH:
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// ATE: Don't fade in EnemyPresent...
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gbFadeSpeed = (INT8)uiMusicVolume;
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MusicPlay( DEATH_MUSIC );
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gbDeathSongCount++;
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break;
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default:
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MusicFadeOut( );
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break;
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}
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return( TRUE );
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}
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void MusicStopCallback( void *pData )
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
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gfMusicEnded = TRUE;
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uiMusicHandle = NO_SAMPLE;
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Music EndCallback completed" );
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}
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void SetMusicFadeSpeed( INT8 bFadeSpeed )
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{
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gbFadeSpeed = bFadeSpeed;
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}
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void FadeMusicForXSeconds( UINT32 uiDelay )
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{
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INT16 sNumTimeSteps, sNumVolumeSteps;
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// get # time steps in delay....
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sNumTimeSteps = (INT16)( uiDelay / 10 );
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// Devide this by music volume...
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sNumVolumeSteps = (INT16)( uiMusicVolume / sNumTimeSteps );
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// Set fade delay...
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SetMusicFadeSpeed( (INT8)sNumVolumeSteps );
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}
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void DoneFadeOutDueToEndMusic( void )
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{
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// Quit game....
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InternalLeaveTacticalScreen( MAINMENU_SCREEN );
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//SetPendingNewScreen( MAINMENU_SCREEN );
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}
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