/* 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 1993-1998 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 "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 = -1; // -1 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 //NOTE that we do not check what is playing right now (except Redbook) This is because here we don't (want) know WHAT we're playing - let the subfunctions do it (i.e. digi_win32_set_music_volume() knows if a MIDI plays or not) 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 } // Set up everything for our music // NOTE: you might think this is done once per runtime but it's not! It's done for EACH song so that each mission can have it's own descent.sng structure. We COULD optimize that by only doing this once per mission. void songs_init() { int i = 0; char inputline[80+1]; PHYSFS_file * 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) // try MISSION_NAME.sngdxx - might be rarely used but handy if you want a songfile for a specific mission outside of the mission hog file. use special extension to not crash with other ports of the game { snprintf(sng_file, strlen(Current_mission_filename)+8, "%s.sngdxx", Current_mission_filename); fp = PHYSFSX_openReadBuffered(sng_file); } if (fp == NULL) // try descent.sngdxx - a songfile specifically for dxx which level authors CAN use (dxx does not care if descent.sng contains MP3/OGG/etc. as well) besides the normal descent.sng containing files other versions of the game cannot play. this way a mission can contain a DOS-Descent compatible OST (hmp files) as well as a OST using MP3, OGG, etc. fp = PHYSFSX_openReadBuffered( "descent.sngdxx" ); if (fp == NULL) // try to open regular descent.sng fp = PHYSFSX_openReadBuffered( "descent.sng" ); 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 (!PHYSFSX_exists(BIMSongs[i].filename,1)) snprintf(BIMSongs[i].filename, sizeof(BIMSongs[i].filename), "game%d.hmp", i - SONG_FIRST_LEVEL_SONG); if (!PHYSFSX_exists(BIMSongs[i].filename,1)) { memset(BIMSongs[i].filename, '\0', sizeof(BIMSongs[i].filename)); // music not available break; } } } else { while (!PHYSFS_eof(fp)) { PHYSFSX_fgets(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") || !stricmp(strrchr(BIMSongs[i].filename, '.'), ".flac") ) i++; } } // HACK: If Descent.hog is patched from 1.0 to 1.5, descent.sng is turncated. So let's patch it up here if (i==12 && PHYSFSX_fsize("descent.sng")==422) { BIMSongs = d_realloc(BIMSongs, sizeof(bim_song_info)*(i+15)); for (i = 12; i <= 26; i++) snprintf(BIMSongs[i].filename, sizeof(BIMSongs[i].filename), "game%02d.hmp", i-4); } } Num_bim_songs = i; Songs_initialized = 1; if (fp != NULL) PHYSFS_close(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() { songs_stop_all(); #ifdef USE_SDLMIXER jukebox_unload(); #endif if (BIMSongs != NULL) d_free(BIMSongs); Songs_initialized = 0; } //stop any songs - builtin, redbook or jukebox - that are currently playing void songs_stop_all(void) { #ifdef _WIN32 digi_win32_stop_midi_song(); // Stop midi song, if playing #endif RBAStop(); #ifdef USE_SDLMIXER mix_stop_music(); #endif Song_playing = -1; } 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 } /* * This list may not be exhaustive!! */ #define D1_MAC_OEM_DISCID 0xde0feb0e // Descent CD that came with the Mac Performa 6400, hope mine isn't scratched [too much] #define REDBOOK_ENDLEVEL_TRACK 4 #define REDBOOK_ENDGAME_TRACK (RBAGetNumberOfTracks()) #define REDBOOK_FIRST_LEVEL_TRACK (songs_haved1_cd() ? 6 : 1) // songs_haved1_cd returns 1 if the descent 1 Mac CD is in the drive and // 0 otherwise int songs_haved1_cd() { int discid; if (GameCfg.OrigTrackOrder) return 1; if (!(GameCfg.MusicType == MUSIC_TYPE_REDBOOK)) return 0; discid = RBAGetDiscID(); switch (discid) { case D1_MAC_OEM_DISCID: // Doesn't work with your Mac Descent CD? Please tell! return 1; default: return 0; } } void redbook_repeat_func() { stop_time(); RBAPlayTracks(Redbook_playing, 0, redbook_repeat_func); start_time(); } int songs_play_song( int songnum, int repeat ) { songs_init(); if (!Songs_initialized) return 0; switch (GameCfg.MusicType) { case MUSIC_TYPE_BUILTIN: { // EXCEPTION: If SONG_ENDLEVEL is not available, continue playing level song. if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum == SONG_ENDLEVEL && !PHYSFSX_exists(BIMSongs[songnum].filename, 1)) return Song_playing; Song_playing = -1; #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 = -1; if ((songnum < SONG_ENDGAME) && (songnum + 2 <= num_tracks)) { if (RBAPlayTracks(songnum + 2, songnum + 2, repeat ? redbook_repeat_func : NULL)) { Redbook_playing = songnum + 2; Song_playing = songnum; } } else if ((songnum == SONG_ENDGAME) && (REDBOOK_ENDGAME_TRACK <= num_tracks)) // The endgame track is the last track { if (RBAPlayTracks(REDBOOK_ENDGAME_TRACK, REDBOOK_ENDGAME_TRACK, repeat ? redbook_repeat_func : NULL)) { Redbook_playing = REDBOOK_ENDGAME_TRACK; Song_playing = songnum; } } else if ((songnum > SONG_ENDGAME) && (songnum + 1 <= num_tracks)) { if (RBAPlayTracks(songnum + 1, songnum + 1, repeat ? redbook_repeat_func : NULL)) { Redbook_playing = songnum + 1; 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 = -1; if (mix_play_file(GameCfg.CMMiscMusic[songnum], repeat, NULL)) Song_playing = songnum; break; } #endif default: Song_playing = -1; break; } // If we couldn't play the song, most likely because it wasn't specified, play no music. if (Song_playing == -1) songs_stop_all(); return Song_playing; } void redbook_first_song_func() { stop_time(); Song_playing = -1; // Playing Redbook tracks will not modify Song_playing. To repeat we must reset this so songs_play_level_song does not think we want to re-play the same song again. 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 = -1; 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) { // we have just been told to play the same as we do already -> ignore if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum + SONG_FIRST_LEVEL_SONG == Song_playing) return Song_playing; tracknum = REDBOOK_FIRST_LEVEL_TRACK + ((n_tracks<=REDBOOK_FIRST_LEVEL_TRACK) ? 0 : (songnum % (n_tracks-REDBOOK_FIRST_LEVEL_TRACK))); } 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 = -1; if (RBAEnabled() && (tracknum <= n_tracks)) { if (RBAPlayTracks(tracknum, !songs_haved1_cd()?n_tracks:tracknum, songs_haved1_cd() ? redbook_repeat_func : redbook_first_song_func)) { Song_playing = songnum + SONG_FIRST_LEVEL_SONG; Redbook_playing = tracknum; } } break; } #ifdef USE_SDLMIXER case MUSIC_TYPE_CUSTOM: { if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_RAND) GameCfg.CMLevelMusicTrack[0] = d_rand() % GameCfg.CMLevelMusicTrack[1]; // simply a random selection - no check if this song has already been played. But that's how I roll! else 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 = -1; if (jukebox_play()) Song_playing = songnum + SONG_FIRST_LEVEL_SONG; break; } #endif default: Song_playing = -1; break; } // If we couldn't play the song, most likely because it wasn't specified, play no music. if (Song_playing == -1) songs_stop_all(); return Song_playing; } // check which song is playing, or -1 if not playing anything int songs_is_playing() { return Song_playing; }