CnC_Remastered_Collection/REDALERT/THEME.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

615 lines
36 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/THEME.CPP 3 3/11/97 4:03p Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : THEME.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : August 14, 1994 *
* *
* Last Update : August 12, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* ThemeClass::AI -- Process the theme engine and restart songs. *
* ThemeClass::Base_Name -- Fetches the base filename for the theme specified. *
* ThemeClass::From_Name -- Determines theme number from specified name. *
* ThemeClass::Full_Name -- Retrieves the full score name. *
* ThemeClass::Is_Allowed -- Checks to see if the specified theme is legal. *
* ThemeClass::Next_Song -- Calculates the next song number to play. *
* ThemeClass::Play_Song -- Starts the specified song play NOW. *
* ThemeClass::Queue_Song -- Queues the song to the play queue. *
* ThemeClass::Scan -- Scans all scores for availability. *
* ThemeClass::Set_Theme_Data -- Set the theme data for scenario and owner. *
* ThemeClass::Still_Playing -- Determines if music is still playing. *
* ThemeClass::Stop -- Stops the current theme from playing. *
* ThemeClass::ThemeClass -- Default constructor for the theme manager class. *
* ThemeClass::Theme_File_Name -- Constructs a filename for the specified theme. *
* ThemeClass::Track_Length -- Calculates the length of the song (in seconds). *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "theme.h"
#ifndef WIN32
extern short StreamLowImpact;
#endif //WIN32
/*
** These are the actual filename list for the theme sample files.
*/
ThemeClass::ThemeControl ThemeClass::_themes[THEME_COUNT] = {
{"BIGF226M", TXT_THEME_BIGF, 0, 307, true, false, true, HOUSEF_ALLIES},
{"CRUS226M", TXT_THEME_CRUS, 0, 222, true, false, true, HOUSEF_SOVIET},
{"FAC1226M", TXT_THEME_FAC1, 0, 271, true, false, true, HOUSEF_ALLIES},
{"FAC2226M", TXT_THEME_FAC2, 0, 328, true, false, true, HOUSEF_SOVIET},
{"HELL226M", TXT_THEME_HELL, 0, 375, true, false, true, HOUSEF_ALLIES},
{"RUN1226M", TXT_THEME_RUN1, 0, 312, true, false, true, HOUSEF_SOVIET},
{"SMSH226M", TXT_THEME_SMSH, 0, 272, true, false, true, HOUSEF_ALLIES},
{"TREN226M", TXT_THEME_TREN, 0, 312, true, false, true, HOUSEF_SOVIET},
{"WORK226M", TXT_THEME_WORK, 0, 277, true, false, true, HOUSEF_ALLIES},
{"AWAIT", TXT_THEME_AWAIT, 0, 259, true, false, true, HOUSEF_ALLIES},
{"DENSE_R", TXT_THEME_DENSE_R, 0, 294, true, false, true, HOUSEF_ALLIES},
{"FOGGER1A", TXT_THEME_FOGGER1A, 0, 297, true, false, true, HOUSEF_ALLIES},
{"MUD1A", TXT_THEME_MUD1A, 0, 280, true, false, true, HOUSEF_ALLIES},
{"RADIO2", TXT_THEME_RADIO2, 0, 237, true, false, true, HOUSEF_ALLIES},
{"ROLLOUT", TXT_THEME_ROLLOUT, 0, 227, true, false, true, HOUSEF_ALLIES},
{"SNAKE", TXT_THEME_SNAKE, 0, 277, true, false, true, HOUSEF_ALLIES},
{"TERMINAT", TXT_THEME_TERMINAT, 0, 310, true, false, true, HOUSEF_ALLIES},
{"TWIN", TXT_THEME_TWIN, 0, 229, true, false, true, HOUSEF_ALLIES},
{"VECTOR1A", TXT_THEME_VECTOR1A, 0, 252, true, false, true, HOUSEF_ALLIES},
{"MAP", TXT_THEME_MAP, 0, 63, false, true, true, HOUSEF_NONE},
{"SCORE", TXT_THEME_SCORE, 0, 106, false, true, true, HOUSEF_NONE},
{"INTRO", TXT_THEME_INTRO, 0, 205, false, true, true, HOUSEF_NONE},
{"CREDITS", TXT_THEME_CREDITS, 0, 163, false, true, true, HOUSEF_NONE},
{"2ND_HAND", TXT_THEME_2ND_HAND, 0, 268, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"ARAZOID", TXT_THEME_ARAZOID, 0, 257, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
{"BACKSTAB", TXT_THEME_BACKSTAB, 0, 278, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"CHAOS2", TXT_THEME_CHAOS2, 0, 250, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
{"SHUT_IT", TXT_THEME_SHUT_IT, 0, 261, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"TWINMIX1", TXT_THEME_TWINMIX1, 0, 222, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
{"UNDER3", TXT_THEME_UNDER3, 0, 246, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"VR2", TXT_THEME_VR2, 0, 255, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
#ifdef FIXIT_CSII // checked - ajw 9/28/98
{"BOG", TXT_THEME_BOG, 0, 212, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"FLOAT_V2", TXT_THEME_FLOAT_V2, 0, 274, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
{"GLOOM", TXT_THEME_GLOOM, 0, 236, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"GRNDWIRE", TXT_THEME_GRNDWIRE, 0, 228, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
{"RPT", TXT_THEME_RPT, 0, 275, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"SEARCH", TXT_THEME_SEARCH, 0, 276, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
{"TRACTION", TXT_THEME_TRACTION, 0, 237, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
{"WASTELND", TXT_THEME_WASTELND, 0, 242, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
#endif
};
/***********************************************************************************************
* ThemeClass::Base_Name -- Fetches the base filename for the theme specified. *
* *
* This routine is used to retrieve a pointer to the base filename for the theme *
* specified. *
* *
* INPUT: theme -- The theme number to convert into a base filename. *
* *
* OUTPUT: Returns with a pointer to the base filename for the theme specified. If the *
* theme number is invalid, then a pointer to "No Theme" is returned instead. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/29/1995 JLB : Created. *
*=============================================================================================*/
char const * ThemeClass::Base_Name(ThemeType theme) const
{
if (theme != THEME_NONE) {
return(_themes[theme].Name);
}
return("No theme");
}
/***********************************************************************************************
* ThemeClass::ThemeClass -- Default constructor for the theme manager class. *
* *
* This is the default constructor for the theme class object. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
ThemeClass::ThemeClass(void) :
Current(-1),
Score(THEME_NONE),
Pending(THEME_NONE)
{
}
/***********************************************************************************************
* ThemeClass::Full_Name -- Retrieves the full score name. *
* *
* This routine will fetch and return with a pointer to the full name of the theme *
* specified. *
* *
* INPUT: theme -- The theme to fetch the full name for. *
* *
* OUTPUT: Returns with a pointer to the full name for this score. This pointer may point to *
* EMS memory. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
char const * ThemeClass::Full_Name(ThemeType theme) const
{
if (theme >= THEME_FIRST && theme < THEME_COUNT) {
return(Text_String(_themes[theme].Fullname));
}
return(NULL);
}
/***********************************************************************************************
* ThemeClass::AI -- Process the theme engine and restart songs. *
* *
* This is a maintenance function that will restart an appropriate theme if the current one *
* has finished. This routine should be called frequently. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 01/23/1995 JLB : Picks new song just as it is about to play it. *
*=============================================================================================*/
void ThemeClass::AI(void)
{
if (SampleType && !Debug_Quiet) {
if (ScoresPresent && Options.ScoreVolume != 0 && !Still_Playing() && Pending != THEME_NONE) {
/*
** If the pending song needs to be picked, then pick it now.
*/
if (Pending == THEME_PICK_ANOTHER) {
Pending = Next_Song(Score);
}
/*
** Start the song playing and then flag it so that a new song will
** be picked when this one ends.
*/
Play_Song(Pending);
Pending = THEME_PICK_ANOTHER;
}
Sound_Callback();
}
}
/***********************************************************************************************
* ThemeClass::Next_Song -- Calculates the next song number to play. *
* *
* use this routine to figure out what song number to play. It examines the option settings *
* for repeat and shuffle so that it can return the correct value. *
* *
* INPUT: theme -- The origin (last) index. The new value is related to this for all but *
* the shuffling method of play. *
* *
* OUTPUT: Returns with the song number for the next song to play. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
* 01/19/1995 JLB : Will not play the same song twice when in shuffle mode. *
*=============================================================================================*/
ThemeType ThemeClass::Next_Song(ThemeType theme) const
{
if (theme == THEME_NONE || theme == THEME_PICK_ANOTHER || (theme != THEME_QUIET && !_themes[theme].Repeat && !Options.IsScoreRepeat)) {
if (Options.IsScoreShuffle) {
/*
** Shuffle the theme, but never pick the same theme that was just
** playing.
*/
ThemeType newtheme;
do {
newtheme = Sim_Random_Pick(THEME_FIRST, THEME_LAST);
} while (newtheme == theme || !Is_Allowed(newtheme));
theme = newtheme;
} else {
/*
** Sequential score playing.
*/
do {
theme++;
if (theme > THEME_LAST) {
theme = THEME_FIRST;
}
} while (!Is_Allowed(theme));
}
}
return(theme);
}
/***********************************************************************************************
* ThemeClass::Queue_Song -- Queues the song to the play queue. *
* *
* This routine will cause the current song to fade and the specified song to start. This *
* is the normal and friendly method of changing the current song. *
* *
* INPUT: theme -- The song to start playing. If -1 is passed in, then just the current song.*
* is faded. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
void ThemeClass::Queue_Song(ThemeType theme)
{
/*
** If there is no score file present, then abort.
*/
if (!ScoresPresent) return;
/*
** If there is no sound driver or sounds have been specifically
** turned off, then abort.
*/
if (SampleType == 0 || Debug_Quiet) return;
/*
** If the current score volumne is set to silent, then there is no need to play the
** specified theme.
*/
if (Options.ScoreVolume == 0) return;
/*
** If the pending theme is available to be set and the specified theme is valid, then
** set the queued theme accordingly.
*/
if (Pending == THEME_NONE || Pending == THEME_PICK_ANOTHER || theme == THEME_NONE || theme == THEME_QUIET) {
Pending = theme;
if (Still_Playing()) {
Fade_Sample(Current, THEME_DELAY);
}
}
}
/***********************************************************************************************
* ThemeClass::Play_Song -- Starts the specified song play NOW. *
* *
* This routine is used to start the specified theme playing right now. If there is already *
* a theme playing, it is cut short so that this one may start. *
* *
* INPUT: theme -- The theme number to start playing. *
* *
* OUTPUT: Returns with the sample play handle. *
* *
* WARNINGS: This cuts off any current song in a abrupt manner. Only use this routine when *
* necessary. *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
int ThemeClass::Play_Song(ThemeType theme)
{
if (ScoresPresent && SampleType && !Debug_Quiet && Options.ScoreVolume != 0) {
Stop();
Score = theme;
if (theme != THEME_NONE && theme != THEME_QUIET) {
//PG StreamLowImpact = true;
Current = File_Stream_Sample_Vol(Theme_File_Name(theme), 0xFF, true);
//PG StreamLowImpact = false;
}
}
return(Current);
}
/***********************************************************************************************
* ThemeClass::Theme_File_Name -- Constructs a filename for the specified theme. *
* *
* This routine will construct (into a static buffer) a filename that matches the theme *
* number specified. This constructed filename is returned as a pointer. The filename will *
* remain valid until the next call to this routine. *
* *
* INPUT: theme -- The theme number to convert to a filename. *
* *
* OUTPUT: Returns with a pointer to the constructed filename for the specified theme number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
* 05/09/1995 JLB : Theme variation support. *
*=============================================================================================*/
char const * ThemeClass::Theme_File_Name(ThemeType theme)
{
static char name[_MAX_FNAME+_MAX_EXT];
if (theme >= THEME_FIRST && theme < THEME_COUNT) {
_makepath(name, NULL, NULL, _themes[theme].Name, ".AUD");
return((char const *)(&name[0]));
}
return("");
}
/***********************************************************************************************
* ThemeClass::Track_Length -- Calculates the length of the song (in seconds). *
* *
* Use this routine to calculate the length of the song. The length is determined by *
* reading the header of the song and dividing the sample rate into the sample length. *
* *
* INPUT: theme -- The song number to examine to find its length. *
* *
* OUTPUT: Returns with the length of the specified theme. This length is in the form of *
* seconds. *
* *
* WARNINGS: This routine goes to disk to fetch this information. Don't call frivolously. *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
int ThemeClass::Track_Length(ThemeType theme) const
{
if ((unsigned)theme < THEME_COUNT) {
return(_themes[theme].Duration);
}
return(0);
}
/***********************************************************************************************
* ThemeClass::Stop -- Stops the current theme from playing. *
* *
* Use this routine to stop the current theme. After this routine is called, no more music *
* will play until the Start() function is called. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void ThemeClass::Stop(void)
{
if (ScoresPresent && SampleType && !Debug_Quiet && Current != -1) {
Stop_Sample(Current);
Current = -1;
Score = THEME_NONE;
Pending = THEME_NONE;
}
}
void ThemeClass::Suspend(void)
{
if (ScoresPresent && SampleType && !Debug_Quiet && Current != -1) {
Stop_Sample(Current);
Current = -1;
Pending = Score;
Score = THEME_NONE;
}
}
/***********************************************************************************************
* ThemeClass::Still_Playing -- Determines if music is still playing. *
* *
* Use this routine to determine if music is still playing. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the music still audible? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/20/1994 JLB : Created. *
*=============================================================================================*/
int ThemeClass::Still_Playing(void) const
{
if (ScoresPresent && SampleType && Current != -1 && !Debug_Quiet) {
return(Sample_Status(Current));
}
return(false);
}
/***********************************************************************************************
* ThemeClass::Is_Allowed -- Checks to see if the specified theme is legal. *
* *
* Use this routine to determine if a theme is allowed to be played. A theme is not allowed *
* if the scenario is too early for that score, or the score only is allowed in special *
* cases. *
* *
* INPUT: index -- The score the check to see if it is allowed to play. *
* *
* OUTPUT: Is the specified score allowed to play in the normal score playlist? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/09/1995 JLB : Created. *
* 07/04/1996 JLB : Handles alternate playlist checking. *
*=============================================================================================*/
bool ThemeClass::Is_Allowed(ThemeType index) const
{
if ((unsigned)index >= THEME_COUNT) return(true);
/*
** If the theme is not present, then it certainly isn't allowed.
*/
if (!_themes[index].Available) return(false);
/*
** Only normal themes (playable during battle) are considered allowed.
*/
if (!_themes[index].Normal) return(false);
/*
** If the theme is not allowed to be played by the player's house, then don't allow
** it. If the player's house hasn't yet been determined, then presume this test
** passes.
*/
if (PlayerPtr != NULL && ((1 << PlayerPtr->ActLike) & _themes[index].Owner) == 0) return(false);
/*
** If the scenario doesn't allow this theme yet, then return the failure flag. The
** scenario check only makes sense for solo play.
*/
if (Session.Type == GAME_NORMAL && Scen.Scenario < _themes[index].Scenario) return(false);
/*
** Since all tests passed, return with the "is allowed" flag.
*/
return(true);
}
/***********************************************************************************************
* ThemeClass::From_Name -- Determines theme number from specified name. *
* *
* Use this routine to convert a name (either the base filename of the theme, or a partial *
* substring of the full name) into the matching ThemeType value. Typical use of this is *
* when parsing the INI file for theme control values. *
* *
* INPUT: name -- Pointer to base filename of theme or a partial substring of the full *
* theme name. *
* *
* OUTPUT: Returns with the matching theme number. If no match could be found, then *
* THEME_NONE is returned. *
* *
* WARNINGS: If a filename is specified the comparison is case insensitive. When scanning *
* the full theme name, the comparison is case sensitive. *
* *
* HISTORY: *
* 05/29/1995 JLB : Created. *
*=============================================================================================*/
ThemeType ThemeClass::From_Name(char const * name) const
{
if (name && strlen(name) > 0) {
/*
** First search for an exact name match with the filename
** of the theme. This is guaranteed to be unique.
*/
for (ThemeType theme = THEME_FIRST; theme < THEME_COUNT; theme++) {
if (stricmp(_themes[theme].Name, name) == 0) {
return(theme);
}
}
/*
** If the filename scan failed to find a match, then scan for
** a substring within the full name of the score. This might
** yield a match, but is not guaranteed to be unique.
*/
for (ThemeType theme = THEME_FIRST; theme < THEME_COUNT; theme++) {
if (strstr(Text_String(_themes[theme].Fullname), name) != NULL) {
return(theme);
}
}
}
return(THEME_NONE);
}
/***********************************************************************************************
* ThemeClass::Scan -- Scans all scores for availability. *
* *
* This routine should be called whenever a score mixfile is registered. It will scan *
* to see if any score is unavailable. If this is the case, then the score will be so *
* flagged in order not to appear on the play list. This condition is likely to occur *
* when expansion mission disks contain a different score mix than the release version. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/04/1996 JLB : Created. *
*=============================================================================================*/
void ThemeClass::Scan(void)
{
for (ThemeType theme = THEME_FIRST; theme < THEME_COUNT; theme++) {
_themes[theme].Available = CCFileClass(Theme_File_Name(theme)).Is_Available();
}
}
/***********************************************************************************************
* ThemeClass::Set_Theme_Data -- Set the theme data for scenario and owner. *
* *
* This is an override function used to set a particular theme's initial scenario and *
* owner values. Typically, the rules control file will be the source of calling this *
* routine. *
* *
* INPUT: theme -- The theme to set these override values for. *
* *
* scenario -- The first scenario when this theme becomes available on the play list. *
* *
* owners -- A bitfield representing the owners allowed to play this song. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
void ThemeClass::Set_Theme_Data(ThemeType theme, int scenario, int owners)
{
if (theme != THEME_NONE) {
_themes[theme].Normal = true;
_themes[theme].Scenario = scenario;
_themes[theme].Owner = owners;
}
}