dxx-rebirth/main/songs.c

517 lines
14 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines to manage the songs in Descent.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#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 = -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
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) // 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 = cfopen(sng_file, "rb");
}
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 = cfopen( "descent.sngdxx", "rb" );
if (fp == NULL) // try to open regular descent.sng
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 = -1;
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 = -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
}
/*
* 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 = -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; // 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, REDBOOK_TITLE_TRACK, 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, REDBOOK_CREDITS_TRACK, 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 = -1;
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 = -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();
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)
{
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 = -1;
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 (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;
}