618 lines
36 KiB
C++
618 lines
36 KiB
C++
/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/THEME.CPP 3 3/11/97 4:03p Joe_bostic $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : THEME.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : August 14, 1994 *
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* *
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* Last Update : August 12, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* ThemeClass::AI -- Process the theme engine and restart songs. *
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* ThemeClass::Base_Name -- Fetches the base filename for the theme specified. *
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* ThemeClass::From_Name -- Determines theme number from specified name. *
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* ThemeClass::Full_Name -- Retrieves the full score name. *
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* ThemeClass::Is_Allowed -- Checks to see if the specified theme is legal. *
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* ThemeClass::Next_Song -- Calculates the next song number to play. *
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* ThemeClass::Play_Song -- Starts the specified song play NOW. *
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* ThemeClass::Queue_Song -- Queues the song to the play queue. *
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* ThemeClass::Scan -- Scans all scores for availability. *
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* ThemeClass::Set_Theme_Data -- Set the theme data for scenario and owner. *
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* ThemeClass::Still_Playing -- Determines if music is still playing. *
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* ThemeClass::Stop -- Stops the current theme from playing. *
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* ThemeClass::ThemeClass -- Default constructor for the theme manager class. *
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* ThemeClass::Theme_File_Name -- Constructs a filename for the specified theme. *
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* ThemeClass::Track_Length -- Calculates the length of the song (in seconds). *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "theme.h"
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#ifndef WIN32
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extern short StreamLowImpact;
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#endif //WIN32
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/*
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** These are the actual filename list for the theme sample files.
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*/
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ThemeClass::ThemeControl ThemeClass::_themes[THEME_COUNT] = {
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{"BIGF226M", TXT_THEME_BIGF, 0, 307, true, false, true, HOUSEF_ALLIES},
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{"CRUS226M", TXT_THEME_CRUS, 0, 222, true, false, true, HOUSEF_SOVIET},
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{"FAC1226M", TXT_THEME_FAC1, 0, 271, true, false, true, HOUSEF_ALLIES},
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{"FAC2226M", TXT_THEME_FAC2, 0, 328, true, false, true, HOUSEF_SOVIET},
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{"HELL226M", TXT_THEME_HELL, 0, 375, true, false, true, HOUSEF_ALLIES},
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{"RUN1226M", TXT_THEME_RUN1, 0, 312, true, false, true, HOUSEF_SOVIET},
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{"SMSH226M", TXT_THEME_SMSH, 0, 272, true, false, true, HOUSEF_ALLIES},
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{"TREN226M", TXT_THEME_TREN, 0, 312, true, false, true, HOUSEF_SOVIET},
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{"WORK226M", TXT_THEME_WORK, 0, 277, true, false, true, HOUSEF_ALLIES},
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{"AWAIT", TXT_THEME_AWAIT, 0, 259, true, false, true, HOUSEF_ALLIES},
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{"DENSE_R", TXT_THEME_DENSE_R, 0, 294, true, false, true, HOUSEF_ALLIES},
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{"FOGGER1A", TXT_THEME_FOGGER1A, 0, 297, true, false, true, HOUSEF_ALLIES},
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{"MUD1A", TXT_THEME_MUD1A, 0, 280, true, false, true, HOUSEF_ALLIES},
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{"RADIO2", TXT_THEME_RADIO2, 0, 237, true, false, true, HOUSEF_ALLIES},
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{"ROLLOUT", TXT_THEME_ROLLOUT, 0, 227, true, false, true, HOUSEF_ALLIES},
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{"SNAKE", TXT_THEME_SNAKE, 0, 277, true, false, true, HOUSEF_ALLIES},
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{"TERMINAT", TXT_THEME_TERMINAT, 0, 310, true, false, true, HOUSEF_ALLIES},
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{"TWIN", TXT_THEME_TWIN, 0, 229, true, false, true, HOUSEF_ALLIES},
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{"VECTOR1A", TXT_THEME_VECTOR1A, 0, 252, true, false, true, HOUSEF_ALLIES},
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{"MAP", TXT_THEME_MAP, 0, 63, false, true, true, HOUSEF_NONE},
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{"SCORE", TXT_THEME_SCORE, 0, 106, false, true, true, HOUSEF_NONE},
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{"INTRO", TXT_THEME_INTRO, 0, 205, false, true, true, HOUSEF_NONE},
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{"CREDITS", TXT_THEME_CREDITS, 0, 163, false, true, true, HOUSEF_NONE},
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{"2ND_HAND", TXT_THEME_2ND_HAND, 0, 268, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"ARAZOID", TXT_THEME_ARAZOID, 0, 257, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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{"BACKSTAB", TXT_THEME_BACKSTAB, 0, 278, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"CHAOS2", TXT_THEME_CHAOS2, 0, 250, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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{"SHUT_IT", TXT_THEME_SHUT_IT, 0, 261, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"TWINMIX1", TXT_THEME_TWINMIX1, 0, 222, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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{"UNDER3", TXT_THEME_UNDER3, 0, 246, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"VR2", TXT_THEME_VR2, 0, 255, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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#ifdef FIXIT_CSII // checked - ajw 9/28/98
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{"BOG", TXT_THEME_BOG, 0, 212, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"FLOAT_V2", TXT_THEME_FLOAT_V2, 0, 274, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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{"GLOOM", TXT_THEME_GLOOM, 0, 236, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"GRNDWIRE", TXT_THEME_GRNDWIRE, 0, 228, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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{"RPT", TXT_THEME_RPT, 0, 275, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"SEARCH", TXT_THEME_SEARCH, 0, 276, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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{"TRACTION", TXT_THEME_TRACTION, 0, 237, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
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{"WASTELND", TXT_THEME_WASTELND, 0, 242, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
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#endif
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};
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/***********************************************************************************************
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* ThemeClass::Base_Name -- Fetches the base filename for the theme specified. *
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* *
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* This routine is used to retrieve a pointer to the base filename for the theme *
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* specified. *
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* *
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* INPUT: theme -- The theme number to convert into a base filename. *
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* *
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* OUTPUT: Returns with a pointer to the base filename for the theme specified. If the *
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* theme number is invalid, then a pointer to "No Theme" is returned instead. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/29/1995 JLB : Created. *
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*=============================================================================================*/
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char const * ThemeClass::Base_Name(ThemeType theme) const
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{
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if (theme != THEME_NONE) {
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return(_themes[theme].Name);
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}
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return("No theme");
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}
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/***********************************************************************************************
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* ThemeClass::ThemeClass -- Default constructor for the theme manager class. *
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* *
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* This is the default constructor for the theme class object. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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*=============================================================================================*/
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ThemeClass::ThemeClass(void) :
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Current(-1),
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Score(THEME_NONE),
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Pending(THEME_NONE)
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{
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}
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/***********************************************************************************************
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* ThemeClass::Full_Name -- Retrieves the full score name. *
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* *
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* This routine will fetch and return with a pointer to the full name of the theme *
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* specified. *
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* *
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* INPUT: theme -- The theme to fetch the full name for. *
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* *
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* OUTPUT: Returns with a pointer to the full name for this score. This pointer may point to *
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* EMS memory. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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*=============================================================================================*/
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char const * ThemeClass::Full_Name(ThemeType theme) const
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{
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if (theme >= THEME_FIRST && theme < THEME_COUNT) {
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return(Text_String(_themes[theme].Fullname));
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}
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return(NULL);
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}
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/***********************************************************************************************
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* ThemeClass::AI -- Process the theme engine and restart songs. *
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* *
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* This is a maintenance function that will restart an appropriate theme if the current one *
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* has finished. This routine should be called frequently. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/08/1994 JLB : Created. *
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* 01/23/1995 JLB : Picks new song just as it is about to play it. *
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*=============================================================================================*/
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void ThemeClass::AI(void)
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{
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if (SampleType && !Debug_Quiet) {
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if (ScoresPresent && Options.ScoreVolume != 0 && !Still_Playing() && Pending != THEME_NONE) {
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/*
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** If the pending song needs to be picked, then pick it now.
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*/
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if (Pending == THEME_PICK_ANOTHER) {
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Pending = Next_Song(Score);
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}
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/*
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** Start the song playing and then flag it so that a new song will
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** be picked when this one ends.
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*/
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Play_Song(Pending);
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Pending = THEME_PICK_ANOTHER;
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}
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Sound_Callback();
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}
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}
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/***********************************************************************************************
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* ThemeClass::Next_Song -- Calculates the next song number to play. *
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* *
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* use this routine to figure out what song number to play. It examines the option settings *
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* for repeat and shuffle so that it can return the correct value. *
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* *
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* INPUT: theme -- The origin (last) index. The new value is related to this for all but *
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* the shuffling method of play. *
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* *
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* OUTPUT: Returns with the song number for the next song to play. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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* 01/19/1995 JLB : Will not play the same song twice when in shuffle mode. *
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*=============================================================================================*/
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ThemeType ThemeClass::Next_Song(ThemeType theme) const
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{
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if (theme == THEME_NONE || theme == THEME_PICK_ANOTHER || (theme != THEME_QUIET && !_themes[theme].Repeat && !Options.IsScoreRepeat)) {
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if (Options.IsScoreShuffle) {
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/*
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** Shuffle the theme, but never pick the same theme that was just
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** playing.
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*/
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ThemeType newtheme;
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do {
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newtheme = Sim_Random_Pick(THEME_FIRST, THEME_LAST);
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} while (newtheme == theme || !Is_Allowed(newtheme));
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theme = newtheme;
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} else {
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/*
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** Sequential score playing.
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*/
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do {
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theme++;
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if (theme > THEME_LAST) {
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theme = THEME_FIRST;
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}
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} while (!Is_Allowed(theme));
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}
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}
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return(theme);
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}
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/***********************************************************************************************
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* ThemeClass::Queue_Song -- Queues the song to the play queue. *
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* *
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* This routine will cause the current song to fade and the specified song to start. This *
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* is the normal and friendly method of changing the current song. *
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* *
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* INPUT: theme -- The song to start playing. If -1 is passed in, then just the current song.*
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* is faded. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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*=============================================================================================*/
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void ThemeClass::Queue_Song(ThemeType theme)
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{
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/*
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** If there is no score file present, then abort.
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*/
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if (!ScoresPresent) return;
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/*
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** If there is no sound driver or sounds have been specifically
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** turned off, then abort.
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*/
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if (SampleType == 0 || Debug_Quiet) return;
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/*
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** If the current score volumne is set to silent, then there is no need to play the
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** specified theme.
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*/
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if (Options.ScoreVolume == 0) return;
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/*
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** If the pending theme is available to be set and the specified theme is valid, then
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** set the queued theme accordingly.
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*/
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if (Pending == THEME_NONE || Pending == THEME_PICK_ANOTHER || theme == THEME_NONE || theme == THEME_QUIET) {
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Pending = theme;
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if (Still_Playing()) {
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Fade_Sample(Current, THEME_DELAY);
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}
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}
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}
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/***********************************************************************************************
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* ThemeClass::Play_Song -- Starts the specified song play NOW. *
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* *
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* This routine is used to start the specified theme playing right now. If there is already *
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* a theme playing, it is cut short so that this one may start. *
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* *
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* INPUT: theme -- The theme number to start playing. *
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* *
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* OUTPUT: Returns with the sample play handle. *
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* *
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* WARNINGS: This cuts off any current song in a abrupt manner. Only use this routine when *
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* necessary. *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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*=============================================================================================*/
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int ThemeClass::Play_Song(ThemeType theme)
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{
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if (ScoresPresent && SampleType && !Debug_Quiet && Options.ScoreVolume != 0) {
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Stop();
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Score = theme;
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if (theme != THEME_NONE && theme != THEME_QUIET) {
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StreamLowImpact = true;
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Current = File_Stream_Sample_Vol(Theme_File_Name(theme), 0xFF, true);
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StreamLowImpact = false;
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}
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}
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return(Current);
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}
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/***********************************************************************************************
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* ThemeClass::Theme_File_Name -- Constructs a filename for the specified theme. *
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* *
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* This routine will construct (into a static buffer) a filename that matches the theme *
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* number specified. This constructed filename is returned as a pointer. The filename will *
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* remain valid until the next call to this routine. *
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* *
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* INPUT: theme -- The theme number to convert to a filename. *
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* *
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* OUTPUT: Returns with a pointer to the constructed filename for the specified theme number. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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* 05/09/1995 JLB : Theme variation support. *
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*=============================================================================================*/
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char const * ThemeClass::Theme_File_Name(ThemeType theme)
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{
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static char name[_MAX_FNAME+_MAX_EXT];
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if (theme >= THEME_FIRST && theme < THEME_COUNT) {
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_makepath(name, NULL, NULL, _themes[theme].Name, ".AUD");
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return((char const *)(&name[0]));
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}
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return("");
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}
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/***********************************************************************************************
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* ThemeClass::Track_Length -- Calculates the length of the song (in seconds). *
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* *
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* Use this routine to calculate the length of the song. The length is determined by *
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* reading the header of the song and dividing the sample rate into the sample length. *
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* *
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* INPUT: theme -- The song number to examine to find its length. *
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* *
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* OUTPUT: Returns with the length of the specified theme. This length is in the form of *
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* seconds. *
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* *
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* WARNINGS: This routine goes to disk to fetch this information. Don't call frivolously. *
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* *
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* HISTORY: *
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* 01/16/1995 JLB : Created. *
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*=============================================================================================*/
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int ThemeClass::Track_Length(ThemeType theme) const
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{
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if ((unsigned)theme < THEME_COUNT) {
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return(_themes[theme].Duration);
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}
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return(0);
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}
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/***********************************************************************************************
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* ThemeClass::Stop -- Stops the current theme from playing. *
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* *
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* Use this routine to stop the current theme. After this routine is called, no more music *
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* will play until the Start() function is called. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/08/1994 JLB : Created. *
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*=============================================================================================*/
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void ThemeClass::Stop(void)
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{
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if (ScoresPresent && SampleType && !Debug_Quiet && Current != -1) {
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Stop_Sample(Current);
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Current = -1;
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Score = THEME_NONE;
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Pending = THEME_NONE;
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}
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}
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void ThemeClass::Suspend(void)
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{
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if (ScoresPresent && SampleType && !Debug_Quiet && Current != -1) {
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Stop_Sample(Current);
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Current = -1;
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Pending = Score;
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Score = THEME_NONE;
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}
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}
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/***********************************************************************************************
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* ThemeClass::Still_Playing -- Determines if music is still playing. *
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* *
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* Use this routine to determine if music is still playing. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: bool; Is the music still audible? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/20/1994 JLB : Created. *
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*=============================================================================================*/
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int ThemeClass::Still_Playing(void) const
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{
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if (ScoresPresent && SampleType && Current != -1 && !Debug_Quiet) {
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return(Sample_Status(Current));
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}
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return(false);
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}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* 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 (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;
|
|
}
|
|
}
|
|
|