Add MUSICPOSITION level header and mapmusposition variable to instantly jump to position

* Cutscene support too!
This commit is contained in:
mazmazz 2018-08-25 15:56:34 -04:00
parent 78ea3bebfe
commit 578e386e40
8 changed files with 31 additions and 14 deletions

View file

@ -3979,6 +3979,7 @@ static void Command_Tunes_f(void)
{
const char *tunearg;
UINT16 tunenum, track = 0;
UINT32 position = 0;
const size_t argc = COM_Argc();
if (argc < 2) //tunes slot ...
@ -4030,10 +4031,15 @@ static void Command_Tunes_f(void)
snprintf(mapmusname, 7, "%sM", G_BuildMapName(tunenum));
else
strncpy(mapmusname, tunearg, 7);
if (argc > 4)
position = (UINT32)atoi(COM_Argv(4));
mapmusname[6] = 0;
mapmusflags = (track & MUSIC_TRACKMASK);
mapmusposition = position;
S_ChangeMusic(mapmusname, mapmusflags, true);
S_ChangeMusicAdvanced(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
if (argc > 3)
{
@ -4041,12 +4047,6 @@ static void Command_Tunes_f(void)
if (speed > 0.0f)
S_SpeedMusic(speed);
}
if (argc > 4)
{
UINT32 position = (UINT32)atoi(COM_Argv(4));
S_SetMusicPosition(position);
}
}
static void Command_RestartAudio_f(void)

View file

@ -1151,6 +1151,8 @@ static void readlevelheader(MYFILE *f, INT32 num)
#endif
else if (fastcmp(word, "MUSICTRACK"))
mapheaderinfo[num-1]->mustrack = ((UINT16)i - 1);
else if (fastcmp(word, "MUSICPOSITION"))
mapheaderinfo[num-1]->musposition = (UINT32)get_number(word2);
else if (fastcmp(word, "FORCECHARACTER"))
{
strlcpy(mapheaderinfo[num-1]->forcecharacter, word2, SKINNAMESIZE+1);
@ -1447,6 +1449,10 @@ static void readcutscenescene(MYFILE *f, INT32 num, INT32 scenenum)
{
cutscenes[num]->scene[scenenum].musswitchflags = ((UINT16)i) & MUSIC_TRACKMASK;
}
else if (fastcmp(word, "MUSICPOSITION"))
{
cutscenes[num]->scene[scenenum].musswitchposition = (UINT32)get_number(word2);
}
else if (fastcmp(word, "MUSICLOOP"))
{
cutscenes[num]->scene[scenenum].musicloop = (UINT8)(i || word2[0] == 'T' || word2[0] == 'Y');
@ -8742,6 +8748,9 @@ static inline int lib_getenum(lua_State *L)
} else if (fastcmp(word,"mapmusflags")) {
lua_pushinteger(L, mapmusflags);
return 1;
} else if (fastcmp(word,"mapmusposition")) {
lua_pushinteger(L, mapmusposition);
return 1;
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;

View file

@ -33,6 +33,7 @@
extern INT16 gamemap;
extern char mapmusname[7];
extern UINT16 mapmusflags;
extern UINT32 mapmusposition;
#define MUSIC_TRACKMASK 0x0FFF // ----************
#define MUSIC_RELOADRESET 0x8000 // *---------------
#define MUSIC_FORCERESET 0x4000 // -*--------------
@ -153,6 +154,7 @@ typedef struct
char musswitch[7];
UINT16 musswitchflags;
UINT32 musswitchposition;
UINT8 fadecolor; // Color number for fade, 0 means don't do the first fade
UINT8 fadeinid; // ID of the first fade, to a color -- ignored if fadecolor is 0
@ -223,6 +225,7 @@ typedef struct
INT16 nextlevel; ///< Map number of next level, or 1100-1102 to end.
char musname[7]; ///< Music track to play. "" for no music.
UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
UINT32 musposition; ///< Music position to jump to.
char forcecharacter[17]; ///< (SKINNAMESIZE+1) Skin to switch to or "" to disable.
UINT8 weather; ///< 0 = sunny day, 1 = storm, 2 = snow, 3 = rain, 4 = blank, 5 = thunder w/o rain, 6 = rain w/o lightning, 7 = heat wave.
INT16 skynum; ///< Sky number to use.

View file

@ -1831,9 +1831,10 @@ static void F_AdvanceToNextScene(void)
picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum];
if (cutscenes[cutnum]->scene[scenenum].musswitch[0])
S_ChangeMusic(cutscenes[cutnum]->scene[scenenum].musswitch,
S_ChangeMusicAdvanced(cutscenes[cutnum]->scene[scenenum].musswitch,
cutscenes[cutnum]->scene[scenenum].musswitchflags,
cutscenes[cutnum]->scene[scenenum].musicloop);
cutscenes[cutnum]->scene[scenenum].musicloop,
cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0);
// Fade to the next
dofadenow = true;
@ -1904,9 +1905,10 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
stoptimer = 0;
if (cutscenes[cutnum]->scene[0].musswitch[0])
S_ChangeMusic(cutscenes[cutnum]->scene[0].musswitch,
S_ChangeMusicAdvanced(cutscenes[cutnum]->scene[0].musswitch,
cutscenes[cutnum]->scene[0].musswitchflags,
cutscenes[cutnum]->scene[0].musicloop);
cutscenes[cutnum]->scene[0].musicloop,
cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0);
else
S_StopMusic();
}

View file

@ -71,6 +71,7 @@ static void G_DoWorldDone(void);
char mapmusname[7]; // Music name
UINT16 mapmusflags; // Track and reset bit
UINT32 mapmusposition; // Position to jump to
INT16 gamemap = 1;
INT16 maptol;

View file

@ -208,6 +208,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
snprintf(mapheaderinfo[num]->musname, 7, "%sM", G_BuildMapName(i));
mapheaderinfo[num]->musname[6] = 0;
mapheaderinfo[num]->mustrack = 0;
mapheaderinfo[num]->musposition = 0;
mapheaderinfo[num]->forcecharacter[0] = '\0';
mapheaderinfo[num]->weather = 0;
mapheaderinfo[num]->skynum = 1;

View file

@ -1247,13 +1247,13 @@ void P_RestoreMusic(player_t *player)
if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
{
S_SpeedMusic(1.4f);
S_ChangeMusic(mapmusname, mapmusflags, true);
S_ChangeMusicAdvanced(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
}
else
S_ChangeMusicInternal("_shoes", true);
}
else
S_ChangeMusic(mapmusname, mapmusflags, true);
S_ChangeMusicAdvanced(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
}
//

View file

@ -1741,9 +1741,10 @@ void S_Start(void)
strncpy(mapmusname, mapheaderinfo[gamemap-1]->musname, 7);
mapmusname[6] = 0;
mapmusflags = (mapheaderinfo[gamemap-1]->mustrack & MUSIC_TRACKMASK);
mapmusposition = mapheaderinfo[gamemap-1]->musposition;
}
if (cv_resetmusic.value)
S_StopMusic();
S_ChangeMusic(mapmusname, mapmusflags, true);
S_ChangeMusicAdvanced(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
}