Reworked keys for song changing a bit; Added Song control keys to help menu
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20080518
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--------
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include/physfsx.h, main/config.c: set "Jukebox" as the default jukebox path, for Mac OS 9 look for d1x.ini outside the app bundle
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main/game.c, main/songs.c: Reworked keys for song changing a bit; Added Song control keys to help menu
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20080516
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--------
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19
main/game.c
19
main/game.c
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@ -89,10 +89,10 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "timer.h"
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#include "vers_id.h"
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#include "fvi.h"
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//MD2211
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#include "jukebox.h"
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#include "console.h"
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#include "playsave.h"
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#include "config.h"
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extern void change_res();
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extern void newmenu_close();
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@ -1407,6 +1407,10 @@ void show_help()
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
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#ifdef USE_SDLMIXER
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F9/F10\t Play/Pause Jukebox";
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F11/F12\t Previous/Next Song";
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#endif
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "MULTIPLAYER:";
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m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ALT-F4\t SHOW RETICLE NAMES";
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@ -2186,10 +2190,23 @@ void HandleGameKey(int key)
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jukebox_stop();
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break;
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case KEY_ALTED + KEY_SHIFTED + KEY_F11:
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if (GameCfg.JukeboxOn)
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jukebox_prev();
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else
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songs_goto_prev_song();
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break;
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case KEY_ALTED + KEY_SHIFTED + KEY_F12:
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if (GameCfg.JukeboxOn)
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jukebox_next();
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else
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songs_goto_next_song();
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break;
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#else
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case KEY_ALTED + KEY_SHIFTED + KEY_F11:
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songs_goto_prev_song();
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break;
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case KEY_ALTED + KEY_SHIFTED + KEY_F12:
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songs_goto_next_song();
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break;
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#endif
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17
main/songs.c
17
main/songs.c
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@ -126,6 +126,8 @@ void songs_play_song( int songnum, int repeat )
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digi_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, repeat );
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}
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int current_song_level;
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void songs_play_level_song( int levelnum )
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{
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int songnum;
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@ -137,6 +139,8 @@ void songs_play_level_song( int levelnum )
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if (cGameSongsAvailable < 1)
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return;
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current_song_level = levelnum;
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if (levelnum < 0)
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songnum = (-levelnum) % cGameSongsAvailable;
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else
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@ -145,3 +149,16 @@ void songs_play_level_song( int levelnum )
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songnum += SONG_LEVEL_MUSIC;
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digi_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, 1 );
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}
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//goto the next level song
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void songs_goto_next_song()
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{
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songs_play_level_song(current_song_level+1);
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}
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//goto the previous level song
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void songs_goto_prev_song()
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{
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if (current_song_level > 1)
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songs_play_level_song(current_song_level-1);
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}
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