/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Routines to manage the songs in Descent. * */ #include #include #include #include "error.h" #include "pstypes.h" #include "songs.h" #include "cfile.h" #include "digi.h" #include "rbaudio.h" #ifdef USE_SDLMIXER #include "digi_mixer_music.h" #include "jukebox.h" #endif #include "config.h" #include "timer.h" int Songs_initialized = 0; static int Song_playing = 0; // 0 if no song playing, else the Descent song number static int Redbook_playing = 0; // Redbook track num differs from Song_playing. We need this for Redbook repeat hooks. bim_song_info *BIMSongs = NULL; int Num_bim_songs; #define EXTMUSIC_VOLUME_SCALE (255) //takes volume in range 0..8 void songs_set_volume(int volume) { #ifdef _WIN32 digi_win32_set_midi_volume(volume); #endif if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK) { RBASetVolume(0); RBASetVolume(volume); } #ifdef USE_SDLMIXER mix_set_music_volume(volume); #endif } void songs_init() { int i = 0; char inputline[80+1]; CFILE * fp = NULL; char sng_file[PATH_MAX]; Songs_initialized = 0; if (BIMSongs != NULL) d_free(BIMSongs); memset(sng_file, '\0', sizeof(sng_file)); if (Current_mission != NULL) { snprintf(sng_file, strlen(Current_mission_filename)+5, "%s.sng", Current_mission_filename); fp = cfopen(sng_file, "rb"); } if (fp == NULL) fp = cfopen( "descent.sng", "rb" ); if ( fp == NULL ) // No descent.sng available. Define a default song-set { int predef=30; // define 30 songs - period MALLOC(BIMSongs, bim_song_info, predef); if (!BIMSongs) return; strncpy(BIMSongs[SONG_TITLE].filename, "descent.hmp",sizeof(BIMSongs[SONG_TITLE].filename)); strncpy(BIMSongs[SONG_BRIEFING].filename, "briefing.hmp",sizeof(BIMSongs[SONG_BRIEFING].filename)); strncpy(BIMSongs[SONG_CREDITS].filename, "credits.hmp",sizeof(BIMSongs[SONG_CREDITS].filename)); strncpy(BIMSongs[SONG_ENDLEVEL].filename, "endlevel.hmp",sizeof(BIMSongs[SONG_ENDLEVEL].filename)); // can't find it? give a warning strncpy(BIMSongs[SONG_ENDGAME].filename, "endgame.hmp",sizeof(BIMSongs[SONG_ENDGAME].filename)); // ditto for (i = SONG_FIRST_LEVEL_SONG; i < predef; i++) { snprintf(BIMSongs[i].filename, sizeof(BIMSongs[i].filename), "game%02d.hmp", i - SONG_FIRST_LEVEL_SONG + 1); if (!cfexist(BIMSongs[i].filename)) snprintf(BIMSongs[i].filename, sizeof(BIMSongs[i].filename), "game%d.hmp", i - SONG_FIRST_LEVEL_SONG); if (!cfexist(BIMSongs[i].filename)) { memset(BIMSongs[i].filename, '\0', sizeof(BIMSongs[i].filename)); // music not available break; } } } else { while (!PHYSFS_eof(fp)) { cfgets(inputline, 80, fp ); if ( strlen( inputline ) ) { BIMSongs = d_realloc(BIMSongs, sizeof(bim_song_info)*(i+1)); memset(BIMSongs[i].filename, '\0', sizeof(BIMSongs[i].filename)); sscanf( inputline, "%15s", BIMSongs[i].filename ); if (strrchr(BIMSongs[i].filename, '.')) if (!stricmp(strrchr(BIMSongs[i].filename, '.'), ".hmp") || !stricmp(strrchr(BIMSongs[i].filename, '.'), ".mp3") || !stricmp(strrchr(BIMSongs[i].filename, '.'), ".ogg") || !stricmp(strrchr(BIMSongs[i].filename, '.'), ".aif") || !stricmp(strrchr(BIMSongs[i].filename, '.'), ".mid") ) i++; } } } Num_bim_songs = i; Songs_initialized = 1; if (fp != NULL) cfclose(fp); if (GameArg.SndNoMusic) GameCfg.MusicType = MUSIC_TYPE_NONE; // If SDL_Mixer is not supported (or deactivated), switch to no-music type if SDL_mixer-related music type was selected #ifdef USE_SDLMIXER if (GameArg.SndDisableSdlMixer) #else if (1) #endif { #ifndef _WIN32 if (GameCfg.MusicType == MUSIC_TYPE_BUILTIN) GameCfg.MusicType = MUSIC_TYPE_NONE; #endif if (GameCfg.MusicType == MUSIC_TYPE_CUSTOM) GameCfg.MusicType = MUSIC_TYPE_NONE; } if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK) RBAInit(); #ifdef USE_SDLMIXER else if (GameCfg.MusicType == MUSIC_TYPE_CUSTOM) jukebox_load(); #endif songs_set_volume(GameCfg.MusicVolume); } void songs_uninit() { #ifdef _WIN32 digi_win32_stop_current_song(); // Stop midi song, if playing #endif RBAStop(); // RBAExit(); #ifdef USE_SDLMIXER mix_stop_music(); jukebox_unload(); #endif if (BIMSongs != NULL) d_free(BIMSongs); Song_playing = 0; Songs_initialized = 0; } //stop any songs - builtin, redbook or jukebox - that are currently playing void songs_stop_all(void) { #ifdef _WIN32 digi_win32_stop_current_song(); // Stop midi song, if playing #endif RBAStop(); #ifdef USE_SDLMIXER mix_stop_music(); #endif Song_playing = 0; } void songs_pause(void) { #ifdef _WIN32 digi_win32_pause_midi_song(); #endif if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK) RBAPause(); #ifdef USE_SDLMIXER mix_pause_music(); #endif } void songs_resume(void) { #ifdef _WIN32 digi_win32_resume_midi_song(); #endif if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK) RBAResume(); #ifdef USE_SDLMIXER mix_resume_music(); #endif } void songs_pause_resume(void) { if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK) RBAPauseResume(); #ifdef USE_SDLMIXER mix_pause_resume_music(); #endif } /* * Some of these have different Track listings! * Which one is the "correct" order? */ #define D2_1_DISCID 0x7d0ff809 // Descent II #define D2_2_DISCID 0xe010a30e // Descent II #define D2_3_DISCID 0xd410070d // Descent II #define D2_4_DISCID 0xc610080d // Descent II #define D2_DEF_DISCID 0x87102209 // Definitive collection Disc 2 #define D2_OEM_DISCID 0xac0bc30d // Destination: Quartzon #define D2_OEM2_DISCID 0xc40c0a0d // Destination: Quartzon #define D2_VERTIGO_DISCID 0x53078208 // Vertigo #define D2_VERTIGO2_DISCID 0x64071408 // Vertigo + DMB #define D2_MAC_DISCID 0xb70ee40e // Macintosh #define D2_IPLAY_DISCID 0x22115710 // iPlay for Macintosh #define REDBOOK_TITLE_TRACK 2 #define REDBOOK_CREDITS_TRACK 3 #define REDBOOK_FIRST_LEVEL_TRACK (songs_haved2_cd() ? 4 : 1) // songs_haved2_cd returns 1 if the descent 2 CD is in the drive and // 0 otherwise int songs_haved2_cd() { int discid; if (GameCfg.OrigTrackOrder) return 1; if (!(GameCfg.MusicType == MUSIC_TYPE_REDBOOK)) return 0; discid = RBAGetDiscID(); switch (discid) { case D2_1_DISCID: case D2_2_DISCID: case D2_3_DISCID: case D2_4_DISCID: case D2_DEF_DISCID: case D2_OEM_DISCID: case D2_OEM2_DISCID: case D2_VERTIGO_DISCID: case D2_VERTIGO2_DISCID: case D2_MAC_DISCID: case D2_IPLAY_DISCID: return 1; default: return 0; } } void play_credits_track() { stop_time(); songs_play_song(SONG_CREDITS, 1); start_time(); } int songs_play_song( int songnum, int repeat ) { songs_init(); if (!Songs_initialized) return 0; switch (GameCfg.MusicType) { case MUSIC_TYPE_BUILTIN: { Song_playing = 0; #ifdef _WIN32 if (GameArg.SndDisableSdlMixer) { if (digi_win32_play_midi_song( BIMSongs[songnum].filename, repeat )) // NOTE: If SDL_mixer active, this will still be called in mix_play_file in case file is hmp { Song_playing = songnum; } } else #endif #ifdef USE_SDLMIXER { if (mix_play_file(BIMSongs[songnum].filename, repeat, NULL)) { Song_playing = songnum; } } #endif break; } case MUSIC_TYPE_REDBOOK: { int num_tracks = RBAGetNumberOfTracks(); //Song_playing = 0; // keep playing current music if chosen song is unavailable (e.g. SONG_ENDLEVEL) if ((songnum == SONG_TITLE) && (REDBOOK_TITLE_TRACK <= num_tracks)) { if (RBAPlayTracks(REDBOOK_TITLE_TRACK, 0, repeat ? play_credits_track : NULL)) { Redbook_playing = REDBOOK_TITLE_TRACK; Song_playing = songnum; } } else if ((songnum == SONG_CREDITS) && (REDBOOK_CREDITS_TRACK <= num_tracks)) { if (RBAPlayTracks(REDBOOK_CREDITS_TRACK, 0, repeat ? play_credits_track : NULL)) { Redbook_playing = REDBOOK_CREDITS_TRACK; Song_playing = songnum; } } break; } #ifdef USE_SDLMIXER case MUSIC_TYPE_CUSTOM: { // EXCEPTION: If SONG_ENDLEVEL is undefined, continue playing level song. if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum == SONG_ENDLEVEL && !strlen(GameCfg.CMMiscMusic[songnum])) return Song_playing; Song_playing = 0; if (mix_play_file(GameCfg.CMMiscMusic[songnum], // Play the credits track after the title track and loop the credits track if original CD track order was chosen (songnum == SONG_TITLE && GameCfg.OrigTrackOrder) ? 0 : repeat, (songnum == SONG_TITLE && GameCfg.OrigTrackOrder) ? play_credits_track : NULL)) Song_playing = songnum; break; } #endif default: Song_playing = 0; break; } return Song_playing; } void redbook_first_song_func() { stop_time(); songs_play_level_song(1, 0); start_time(); } // play track given by levelnum (depending on the music type and it's playing behaviour) or increment/decrement current track number via offset value int songs_play_level_song( int levelnum, int offset ) { int songnum; Assert( levelnum != 0 ); songs_init(); if (!Songs_initialized) return 0; songnum = (levelnum>0)?(levelnum-1):(-levelnum); switch (GameCfg.MusicType) { case MUSIC_TYPE_BUILTIN: { if (offset) return Song_playing; Song_playing = 0; if ((Num_bim_songs - SONG_FIRST_LEVEL_SONG) > 0) { songnum = SONG_FIRST_LEVEL_SONG + (songnum % (Num_bim_songs - SONG_FIRST_LEVEL_SONG)); #ifdef _WIN32 if (GameArg.SndDisableSdlMixer) { if (digi_win32_play_midi_song( BIMSongs[songnum].filename, 1 )) // NOTE: If SDL_mixer active, this will still be called in mix_play_file in case file is hmp { Song_playing = songnum; } } #ifdef USE_SDLMIXER else #endif #endif #ifdef USE_SDLMIXER { if (mix_play_file(BIMSongs[songnum].filename, 1, NULL)) { Song_playing = songnum; } } #endif } break; } case MUSIC_TYPE_REDBOOK: { int n_tracks = RBAGetNumberOfTracks(); int tracknum; if (!offset) { if (Song_playing >= SONG_FIRST_LEVEL_SONG) return Song_playing; tracknum = REDBOOK_FIRST_LEVEL_TRACK + ((n_tracks+1<=REDBOOK_FIRST_LEVEL_TRACK) ? 0 : (songnum % (n_tracks-REDBOOK_FIRST_LEVEL_TRACK+1))); } else { tracknum = Redbook_playing+offset; if (tracknum < REDBOOK_FIRST_LEVEL_TRACK) tracknum = n_tracks - (REDBOOK_FIRST_LEVEL_TRACK - tracknum) + 1; else if (tracknum > n_tracks) tracknum = REDBOOK_FIRST_LEVEL_TRACK + (tracknum - n_tracks) - 1; } Song_playing = 0; if (RBAEnabled() && (tracknum <= n_tracks)) { if (RBAPlayTracks(tracknum, n_tracks, redbook_first_song_func)) { Song_playing = songnum + SONG_FIRST_LEVEL_SONG; Redbook_playing = tracknum; } } break; } #ifdef USE_SDLMIXER case MUSIC_TYPE_CUSTOM: { if (!offset) { if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_CONT) { static int last_songnum = -1; if (Song_playing >= SONG_FIRST_LEVEL_SONG) return Song_playing; // As soon as we start a new level, go to next track if (last_songnum != -1 && songnum != last_songnum) ((GameCfg.CMLevelMusicTrack[0]+1>=GameCfg.CMLevelMusicTrack[1])?GameCfg.CMLevelMusicTrack[0]=0:GameCfg.CMLevelMusicTrack[0]++); last_songnum = songnum; } else if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL) GameCfg.CMLevelMusicTrack[0] = (songnum % GameCfg.CMLevelMusicTrack[1]); } else { GameCfg.CMLevelMusicTrack[0] += offset; if (GameCfg.CMLevelMusicTrack[0] < 0) GameCfg.CMLevelMusicTrack[0] = GameCfg.CMLevelMusicTrack[1] + GameCfg.CMLevelMusicTrack[0]; if (GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1]) GameCfg.CMLevelMusicTrack[0] = GameCfg.CMLevelMusicTrack[0] - GameCfg.CMLevelMusicTrack[1]; } Song_playing = 0; if (jukebox_play()) Song_playing = songnum + SONG_FIRST_LEVEL_SONG; break; } #endif default: Song_playing = 0; break; } return Song_playing; } // check which song is playing int songs_is_playing() { return Song_playing; }