dxx-rebirth/main/songs.c

182 lines
6.4 KiB
C

/*
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.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/songs.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:37 $
*
* Routines to manage the songs in Descent.
*
* $Log: songs.c,v $
* Revision 1.1.1.1 2006/03/17 19:42:37 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:11:34 donut
* Import of d1x 1.37 source.
*
* Revision 2.1 1995/05/02 16:15:21 john
* Took out printf.
*
* Revision 2.0 1995/02/27 11:27:13 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.2 1995/02/11 12:42:12 john
* Added new song method, with FM bank switching..
*
* Revision 1.1 1995/02/11 10:20:33 john
* Initial revision
*
*
*/
#ifdef RCS
static char rcsid[] = "$Id: songs.c,v 1.1.1.1 2006/03/17 19:42:37 zicodxx Exp $";
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "error.h"
#include "pstypes.h"
#include "songs.h"
#include "mono.h"
#include "cfile.h"
#include "digi.h"
song_info Songs[MAX_SONGS];
int Songs_initialized = 0;
int cGameSongsAvailable = 0;
void songs_init()
{
int i;
char inputline[80+1];
CFILE * fp;
if ( Songs_initialized ) return;
fp = cfopen( "descent.sng", "rb" );
if ( fp == NULL ) {
int i;
//printf("Using Shareware songs only\n");
for (i = 0; i < SONG_LEVEL_MUSIC + NUM_GAME_SONGS; i++) {
strcpy(Songs[i].melodic_bank_file, "melodic.bnk");
strcpy(Songs[i].drum_bank_file, "drum.bnk");
if (i >= SONG_LEVEL_MUSIC)
{
sprintf(Songs[i].filename, "game%02d.hmp", i - SONG_LEVEL_MUSIC + 1);
if (!digi_music_exists(Songs[i].filename))
sprintf(Songs[i].filename, "game%d.hmp", i - SONG_LEVEL_MUSIC);
if (!digi_music_exists(Songs[i].filename))
{
Songs[i].filename[0] = '\0'; // music not available
break;
}
}
}
strcpy(Songs[SONG_TITLE].filename, "descent.hmp");
strcpy(Songs[SONG_BRIEFING].filename, "briefing.hmp");
strcpy(Songs[SONG_CREDITS].filename, "credits.hmp");
strcpy(Songs[SONG_ENDLEVEL].filename, "endlevel.hmp"); // can't find it? give a warning
strcpy(Songs[SONG_ENDGAME].filename, "endgame.hmp"); // ditto
cGameSongsAvailable = i - SONG_LEVEL_MUSIC;
return;
}
i = 0;
while (cfgets(inputline, 80, fp )) {
char *p = strchr(inputline,'\n');
if (p) *p = '\0';
if ( strlen( inputline ) ) {
Assert( i < MAX_SONGS );
//edit 05/18/99 Matt Mueller - added maximum field width
sscanf( inputline, "%15s %15s %15s", Songs[i].filename, Songs[i].melodic_bank_file, Songs[i].drum_bank_file );
//end edit -MM
//printf( "%d. '%s' '%s' '%s'\n",i, Songs[i].filename, Songs[i].melodic_bank_file, Songs[i].drum_bank_file );
i++;
}
}
// HACK: If Descent.hog is patched from 1.0 to 1.5, descent.sng is broken and will not exceed 12 songs. So let's HACK it here.
if (i==12)
{
sprintf(Songs[i].filename,"game08.hmp"); sprintf(Songs[i].melodic_bank_file,"rickmelo.bnk"); sprintf(Songs[i].drum_bank_file,"rickdrum.bnk");
i++;
sprintf(Songs[i].filename,"game09.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game10.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game11.hmp"); sprintf(Songs[i].melodic_bank_file,"intmelo.bnk"); sprintf(Songs[i].drum_bank_file,"intdrum.bnk");
i++;
sprintf(Songs[i].filename,"game12.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game13.hmp"); sprintf(Songs[i].melodic_bank_file,"intmelo.bnk"); sprintf(Songs[i].drum_bank_file,"intdrum.bnk");
i++;
sprintf(Songs[i].filename,"game14.hmp"); sprintf(Songs[i].melodic_bank_file,"intmelo.bnk"); sprintf(Songs[i].drum_bank_file,"intdrum.bnk");
i++;
sprintf(Songs[i].filename,"game15.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game16.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game17.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game18.hmp"); sprintf(Songs[i].melodic_bank_file,"intmelo.bnk"); sprintf(Songs[i].drum_bank_file,"intdrum.bnk");
i++;
sprintf(Songs[i].filename,"game19.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game20.hmp"); sprintf(Songs[i].melodic_bank_file,"melodic.bnk"); sprintf(Songs[i].drum_bank_file,"drum.bnk");
i++;
sprintf(Songs[i].filename,"game21.hmp"); sprintf(Songs[i].melodic_bank_file,"intmelo.bnk"); sprintf(Songs[i].drum_bank_file,"intdrum.bnk");
i++;
sprintf(Songs[i].filename,"game22.hmp"); sprintf(Songs[i].melodic_bank_file,"hammelo.bnk"); sprintf(Songs[i].drum_bank_file,"hamdrum.bnk");
i++;
}
cGameSongsAvailable = i - SONG_LEVEL_MUSIC;
Songs_initialized = 1;
cfclose(fp);
}
int loop;
void songs_play_song( int songnum, int repeat )
{
if ( !Songs_initialized ) songs_init();
loop=repeat;
digi_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, repeat );
}
void songs_play_level_song( int levelnum )
{
int songnum;
Assert( levelnum != 0 );
if ( !Songs_initialized ) songs_init();
if (levelnum < 0)
songnum = (-levelnum) % cGameSongsAvailable;
else
songnum = (levelnum-1) % cGameSongsAvailable;
songnum += SONG_LEVEL_MUSIC;
digi_play_midi_song( Songs[songnum].filename, Songs[songnum].melodic_bank_file, Songs[songnum].drum_bank_file, 1 );
}