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  1. /*
  2.  * Portions of this file are copyright Rebirth contributors and licensed as
  3.  * described in COPYING.txt.
  4.  * Portions of this file are copyright Parallax Software and licensed
  5.  * according to the Parallax license below.
  6.  * See COPYING.txt for license details.
  7.  
  8. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
  9. SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
  10. END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
  11. ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
  12. IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
  13. SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
  14. FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
  15. CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
  16. AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
  17. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
  18. */
  19.  
  20. /*
  21.  *
  22.  * Routines to manage the songs in Descent.
  23.  *
  24.  */
  25.  
  26.  
  27. #include <stdio.h>
  28. #include <stdlib.h>
  29. #include <string.h>
  30.  
  31. #include "dxxerror.h"
  32. #include "pstypes.h"
  33. #include "songs.h"
  34. #include "strutil.h"
  35. #include "digi.h"
  36. #include "rbaudio.h"
  37. #if DXX_USE_SDLMIXER
  38. #include "digi_mixer_music.h"
  39. #endif
  40. #include "jukebox.h"
  41. #include "config.h"
  42. #include "timer.h"
  43. #include "u_mem.h"
  44. #include "args.h"
  45. #include "physfsx.h"
  46. #include "game.h"
  47. #include "console.h"
  48. #include <memory>
  49.  
  50. namespace dcx {
  51.  
  52. namespace {
  53.  
  54. class user_configured_level_songs : std::unique_ptr<bim_song_info[]>
  55. {
  56.         using base_type = std::unique_ptr<bim_song_info[]>;
  57.         unsigned count;
  58. public:
  59.         using base_type::operator[];
  60.         using base_type::operator bool;
  61.         user_configured_level_songs() = default;
  62.         user_configured_level_songs(const std::size_t length) :
  63.                 base_type(std::make_unique<bim_song_info[]>(length)), count(length)
  64.         {
  65.         }
  66.         unsigned size() const
  67.         {
  68.                 return count;
  69.         }
  70.         void reset()
  71.         {
  72.                 count = 0;
  73.                 base_type::reset();
  74.         }
  75.         void resize(const std::size_t length)
  76.         {
  77.                 base_type::operator=(std::make_unique<bim_song_info[]>(length));
  78.                 count = length;
  79.         }
  80.         user_configured_level_songs &operator=(user_configured_level_songs &&) = default;
  81.         void operator=(std::vector<bim_song_info> &&v);
  82. };
  83.  
  84. void user_configured_level_songs::operator=(std::vector<bim_song_info> &&v)
  85. {
  86.         if (v.empty())
  87.         {
  88.                 /* If the vector is empty, use `reset` so that this object
  89.                  * stores `nullptr` instead of a pointer to a zero-length array.
  90.                  * Storing `nullptr` causes `operator bool()` to return false.
  91.                  * Storing a zero-length array causes `operator bool()` to
  92.                  * return true.
  93.                  *
  94.                  * A true return causes a divide-by-zero later when the object
  95.                  * is considered true, but then reports a length of zero.
  96.                  */
  97.                 reset();
  98.                 return;
  99.         }
  100.         resize(v.size());
  101.         std::move(v.begin(), v.end(), &this->operator[](0u));
  102. }
  103.  
  104. int Songs_initialized = 0;
  105. static int Song_playing = -1; // -1 if no song playing, else the Descent song number
  106. #if DXX_USE_SDL_REDBOOK_AUDIO
  107. static int Redbook_playing = 0; // Redbook track num differs from Song_playing. We need this for Redbook repeat hooks.
  108. #endif
  109.  
  110. user_configured_level_songs BIMSongs;
  111. user_configured_level_songs BIMSecretSongs;
  112.  
  113. }
  114.  
  115. #define EXTMUSIC_VOLUME_SCALE   (255)
  116.  
  117. //takes volume in range 0..8
  118. //NOTE that we do not check what is playing right now (except Redbook) This is because here we don't (want) know WHAT we're playing - let the subfunctions do it (i.e. digi_win32_set_music_volume() knows if a MIDI plays or not)
  119. void songs_set_volume(int volume)
  120. {
  121. #ifdef _WIN32
  122.         digi_win32_set_midi_volume(volume);
  123. #endif
  124. #if DXX_USE_SDL_REDBOOK_AUDIO
  125.         if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
  126.         {
  127.                 RBASetVolume(0);
  128.                 RBASetVolume(volume);
  129.         }
  130. #else
  131.         (void)volume;
  132. #endif
  133. #if DXX_USE_SDLMIXER
  134.         mix_set_music_volume(volume);
  135. #endif
  136. }
  137.  
  138. static int is_valid_song_extension(const char* dot)
  139. {
  140.         return (!d_stricmp(dot, SONG_EXT_HMP)
  141. #if DXX_USE_SDLMIXER
  142.                         ||
  143.                         !d_stricmp(dot, SONG_EXT_MID) ||
  144.                         !d_stricmp(dot, SONG_EXT_OGG) ||
  145.                         !d_stricmp(dot, SONG_EXT_FLAC) ||
  146.                         !d_stricmp(dot, SONG_EXT_MP3)
  147. #endif
  148.                         );
  149. }
  150.  
  151. template <std::size_t N>
  152. static inline void assign_builtin_song(bim_song_info &song, const char (&str)[N])
  153. {
  154.         strncpy(song.filename, str, sizeof(song.filename));
  155. }
  156.  
  157. static void add_song(std::vector<bim_song_info> &songs, const char *const input)
  158. {
  159.         songs.emplace_back();
  160.         auto &filename = songs.back().filename;
  161.         sscanf(input, "%15s", filename);
  162.  
  163.         if (const char *dot = strrchr(filename, '.'))
  164.         {
  165.                 ++ dot;
  166.                 if (is_valid_song_extension(dot))
  167.                         return;
  168.         }
  169.         songs.pop_back();
  170. }
  171.  
  172. }
  173.  
  174. namespace dsx {
  175.  
  176. // Set up everything for our music
  177. // NOTE: you might think this is done once per runtime but it's not! It's done for EACH song so that each mission can have it's own descent.sng structure. We COULD optimize that by only doing this once per mission.
  178. static void songs_init()
  179. {
  180.         Songs_initialized = 0;
  181.  
  182.         BIMSongs.reset();
  183.         BIMSecretSongs.reset();
  184.  
  185.         int canUseExtensions = 0;
  186.         // try dxx-r.sng - 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.
  187.         auto fp = PHYSFSX_openReadBuffered("dxx-r.sng");
  188.  
  189.         if (!fp) // try to open regular descent.sng
  190.                 fp = PHYSFSX_openReadBuffered( "descent.sng" );
  191.         else
  192.                 canUseExtensions = 1; // can use extensions ONLY if dxx-r.sng
  193.  
  194.         unsigned i = 0;
  195.         if (!fp) // No descent.sng available. Define a default song-set
  196.         {
  197.                 constexpr std::size_t predef = 30; // define 30 songs - period
  198.  
  199.                 user_configured_level_songs builtin_songs(predef);
  200.  
  201.                 assign_builtin_song(builtin_songs[SONG_TITLE], "descent.hmp");
  202.                 assign_builtin_song(builtin_songs[SONG_BRIEFING], "briefing.hmp");
  203.                 assign_builtin_song(builtin_songs[SONG_CREDITS], "credits.hmp");
  204.                 assign_builtin_song(builtin_songs[SONG_ENDLEVEL], "endlevel.hmp");      // can't find it? give a warning
  205.                 assign_builtin_song(builtin_songs[SONG_ENDGAME], "endgame.hmp");        // ditto
  206.  
  207.                 for (i = SONG_FIRST_LEVEL_SONG; i < predef; i++) {
  208.                         auto &s = builtin_songs[i];
  209.                         snprintf(s.filename, sizeof(s.filename), "game%02d.hmp", i - SONG_FIRST_LEVEL_SONG + 1);
  210.                         if (!PHYSFSX_exists(s.filename,1) &&
  211.                                 !PHYSFSX_exists((snprintf(s.filename, sizeof(s.filename), "game%d.hmp", i - SONG_FIRST_LEVEL_SONG), s.filename), 1))
  212.                         {
  213.                                 s = {}; // music not available
  214.                                 break;
  215.                         }
  216.                 }
  217.                 BIMSongs = std::move(builtin_songs);
  218.         }
  219.         else
  220.         {
  221.                 PHYSFSX_gets_line_t<81> inputline;
  222.                 std::vector<bim_song_info> main_songs, secret_songs;
  223.                 while (PHYSFSX_fgets(inputline, fp))
  224.                 {
  225.                         if (!inputline[0])
  226.                                 continue;
  227.                         {
  228.                                 if (canUseExtensions)
  229.                                 {
  230.                                         auto &secret_label = "!Rebirth.secret ";
  231.                                         constexpr auto secret_label_len = sizeof(secret_label) - 1;
  232.                                         // extension stuffs
  233.                                         if (!strncmp(inputline, secret_label, secret_label_len)) {
  234.                                                 add_song(secret_songs, &inputline[secret_label_len]);
  235.                                                 continue;
  236.                                         }
  237.                                 }
  238.  
  239.                                 add_song(main_songs, inputline);
  240.                         }
  241.                 }
  242. #if defined(DXX_BUILD_DESCENT_I)
  243.                 // HACK: If Descent.hog is patched from 1.0 to 1.5, descent.sng is turncated. So let's patch it up here
  244.                 constexpr std::size_t truncated_song_count = 12;
  245.                 if (!canUseExtensions &&
  246.                         main_songs.size() == truncated_song_count &&
  247.                         PHYSFS_fileLength(fp) == 422)
  248.                 {
  249.                         main_songs.resize(truncated_song_count + 15);
  250.                         for (i = 12; i <= 26; i++)
  251.                         {
  252.                                 auto &s = main_songs[i];
  253.                                 snprintf(s.filename, sizeof(s.filename), "game%02d.hmp", i - 4);
  254.                         }
  255.                 }
  256. #endif
  257.                 BIMSongs = std::move(main_songs);
  258.                 BIMSecretSongs = std::move(secret_songs);
  259.         }
  260.  
  261.         Songs_initialized = 1;
  262.         fp.reset();
  263.  
  264.         if (CGameArg.SndNoMusic)
  265.                 GameCfg.MusicType = MUSIC_TYPE_NONE;
  266.  
  267.         // If SDL_Mixer is not supported (or deactivated), switch to no-music type if SDL_mixer-related music type was selected
  268.         else if (CGameArg.SndDisableSdlMixer)
  269.         {
  270. #ifndef _WIN32
  271.                 if (GameCfg.MusicType == MUSIC_TYPE_BUILTIN)
  272.                         GameCfg.MusicType = MUSIC_TYPE_NONE;
  273. #endif
  274.                 if (GameCfg.MusicType == MUSIC_TYPE_CUSTOM)
  275.                         GameCfg.MusicType = MUSIC_TYPE_NONE;
  276.         }
  277.  
  278.         switch (GameCfg.MusicType)
  279.         {
  280. #if DXX_USE_SDL_REDBOOK_AUDIO
  281.                 case MUSIC_TYPE_REDBOOK:
  282.                         RBAInit();
  283.                         break;
  284. #endif
  285.                 case MUSIC_TYPE_CUSTOM:
  286.                         jukebox_load();
  287.                         break;
  288.         }
  289.  
  290.         songs_set_volume(GameCfg.MusicVolume);
  291. }
  292. }
  293.  
  294. void songs_uninit()
  295. {
  296.         songs_stop_all();
  297. #if DXX_USE_SDLMIXER
  298.         jukebox_unload();
  299. #endif
  300.         BIMSecretSongs.reset();
  301.         BIMSongs.reset();
  302.         Songs_initialized = 0;
  303. }
  304.  
  305. //stop any songs - builtin, redbook or jukebox - that are currently playing
  306. void songs_stop_all(void)
  307. {
  308. #ifdef _WIN32
  309.         digi_win32_stop_midi_song();    // Stop midi song, if playing
  310. #endif
  311. #if DXX_USE_SDL_REDBOOK_AUDIO
  312.         RBAStop();
  313. #endif
  314. #if DXX_USE_SDLMIXER
  315.         mix_stop_music();
  316. #endif
  317.  
  318.         Song_playing = -1;
  319. }
  320.  
  321. void songs_pause(void)
  322. {
  323. #ifdef _WIN32
  324.         digi_win32_pause_midi_song();
  325. #endif
  326. #if DXX_USE_SDL_REDBOOK_AUDIO
  327.         if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
  328.                 RBAPause();
  329. #endif
  330. #if DXX_USE_SDLMIXER
  331.         mix_pause_music();
  332. #endif
  333. }
  334.  
  335. void songs_resume(void)
  336. {
  337. #ifdef _WIN32
  338.         digi_win32_resume_midi_song();
  339. #endif
  340. #if DXX_USE_SDL_REDBOOK_AUDIO
  341.         if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
  342.                 RBAResume();
  343. #endif
  344. #if DXX_USE_SDLMIXER
  345.         mix_resume_music();
  346. #endif
  347. }
  348.  
  349. void songs_pause_resume(void)
  350. {
  351. #if DXX_USE_SDL_REDBOOK_AUDIO
  352.         if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
  353.                 RBAPauseResume();
  354. #endif
  355. #if DXX_USE_SDLMIXER
  356.         mix_pause_resume_music();
  357. #endif
  358. }
  359.  
  360. #if defined(DXX_BUILD_DESCENT_I)
  361. /*
  362.  * This list may not be exhaustive!!
  363.  */
  364. #define D1_MAC_OEM_DISCID       0xde0feb0e // Descent CD that came with the Mac Performa 6400, hope mine isn't scratched [too much]
  365.  
  366. #if DXX_USE_SDL_REDBOOK_AUDIO
  367. #define REDBOOK_ENDLEVEL_TRACK          4
  368. #define REDBOOK_ENDGAME_TRACK           (RBAGetNumberOfTracks())
  369. #define REDBOOK_FIRST_LEVEL_TRACK       (songs_have_cd() ? 6 : 1)
  370. #endif
  371. #elif defined(DXX_BUILD_DESCENT_II)
  372. /*
  373.  * Some of these have different Track listings!
  374.  * Which one is the "correct" order?
  375.  */
  376. #define D2_1_DISCID         0x7d0ff809 // Descent II
  377. #define D2_2_DISCID         0xe010a30e // Descent II
  378. #define D2_3_DISCID         0xd410070d // Descent II
  379. #define D2_4_DISCID         0xc610080d // Descent II
  380. #define D2_DEF_DISCID       0x87102209 // Definitive collection Disc 2
  381. #define D2_OEM_DISCID       0xac0bc30d // Destination: Quartzon
  382. #define D2_OEM2_DISCID      0xc40c0a0d // Destination: Quartzon
  383. #define D2_VERTIGO_DISCID   0x53078208 // Vertigo
  384. #define D2_VERTIGO2_DISCID  0x64071408 // Vertigo + DMB
  385. #define D2_MAC_DISCID       0xb70ee40e // Macintosh
  386. #define D2_IPLAY_DISCID     0x22115710 // iPlay for Macintosh
  387.  
  388. #if DXX_USE_SDL_REDBOOK_AUDIO
  389. #define REDBOOK_TITLE_TRACK         2
  390. #define REDBOOK_CREDITS_TRACK       3
  391. #define REDBOOK_FIRST_LEVEL_TRACK   (songs_have_cd() ? 4 : 1)
  392. #endif
  393. #endif
  394.  
  395. // 0 otherwise
  396. namespace dsx {
  397. #if DXX_USE_SDL_REDBOOK_AUDIO
  398. static int songs_have_cd()
  399. {
  400.         unsigned long discid;
  401.  
  402.         if (GameCfg.OrigTrackOrder)
  403.                 return 1;
  404.  
  405.         if (!(GameCfg.MusicType == MUSIC_TYPE_REDBOOK))
  406.                 return 0;
  407.  
  408.         discid = RBAGetDiscID();
  409.         con_printf(CON_DEBUG, "CD-ROM disc ID is 0x%08lx", discid);
  410.  
  411.         switch (discid) {
  412. #if defined(DXX_BUILD_DESCENT_I)
  413.                 case D1_MAC_OEM_DISCID: // Doesn't work with your Mac Descent CD? Please tell!
  414.                         return 1;
  415. #elif defined(DXX_BUILD_DESCENT_II)
  416.         case D2_1_DISCID:
  417.         case D2_2_DISCID:
  418.         case D2_3_DISCID:
  419.         case D2_4_DISCID:
  420.         case D2_DEF_DISCID:
  421.         case D2_OEM_DISCID:
  422.         case D2_OEM2_DISCID:
  423.         case D2_VERTIGO_DISCID:
  424.         case D2_VERTIGO2_DISCID:
  425.         case D2_MAC_DISCID:
  426.         case D2_IPLAY_DISCID:
  427.                 return 1;
  428. #endif
  429.                 default:
  430.                         return 0;
  431.         }
  432. }
  433. #endif
  434. }
  435.  
  436. #if defined(DXX_BUILD_DESCENT_I)
  437. #if DXX_USE_SDL_REDBOOK_AUDIO
  438. static void redbook_repeat_func()
  439. {
  440.         pause_game_world_time p;
  441.         RBAPlayTracks(Redbook_playing, 0, redbook_repeat_func);
  442. }
  443. #endif
  444. #elif defined(DXX_BUILD_DESCENT_II)
  445. #if DXX_USE_SDL_REDBOOK_AUDIO || DXX_USE_SDLMIXER
  446. static void play_credits_track()
  447. {
  448.         pause_game_world_time p;
  449.         songs_play_song(SONG_CREDITS, 1);
  450. }
  451. #endif
  452. #endif
  453.  
  454. // play a filename as music, depending on filename extension.
  455. int songs_play_file(const char *filename, int repeat, void (*hook_finished_track)())
  456. {
  457.         songs_stop_all();
  458. #if defined(_WIN32) || DXX_USE_SDLMIXER
  459.         const char *fptr = strrchr(filename, '.');
  460.         if (fptr == NULL)
  461.                 return 0;
  462.  
  463.         ++ fptr;
  464.         if (!d_stricmp(fptr, SONG_EXT_HMP))
  465.         {
  466. #if defined(_WIN32)
  467.                 return digi_win32_play_midi_song( filename, repeat );
  468. #elif DXX_USE_SDLMIXER
  469.                 return mix_play_file( filename, repeat, hook_finished_track );
  470. #else
  471.                 return 0;
  472. #endif
  473.         }
  474. #if DXX_USE_SDLMIXER
  475.         else if ( !d_stricmp(fptr, SONG_EXT_MID) ||
  476.                         !d_stricmp(fptr, SONG_EXT_OGG) ||
  477.                         !d_stricmp(fptr, SONG_EXT_FLAC) ||
  478.                         !d_stricmp(fptr, SONG_EXT_MP3) )
  479.         {
  480.                 return mix_play_file( filename, repeat, hook_finished_track );
  481.         }
  482. #endif
  483. #endif
  484.         return 0;
  485. }
  486.  
  487. namespace dsx {
  488. int songs_play_song( int songnum, int repeat )
  489. {
  490.         songs_init();
  491.         if (!Songs_initialized)
  492.                 return 0;
  493.  
  494.         switch (GameCfg.MusicType)
  495.         {
  496.                 case MUSIC_TYPE_BUILTIN:
  497.                 {
  498.                         // EXCEPTION: If SONG_ENDLEVEL is not available, continue playing level song.
  499.                         auto &s = BIMSongs[songnum];
  500.                         if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum == SONG_ENDLEVEL && !PHYSFSX_exists(s.filename, 1))
  501.                                 return Song_playing;
  502.  
  503.                         Song_playing = -1;
  504.                         if (songs_play_file(s.filename, repeat, NULL))
  505.                                 Song_playing = songnum;
  506.                         break;
  507.                 }
  508. #if DXX_USE_SDL_REDBOOK_AUDIO
  509.                 case MUSIC_TYPE_REDBOOK:
  510.                 {
  511.                         int num_tracks = RBAGetNumberOfTracks();
  512.  
  513. #if defined(DXX_BUILD_DESCENT_I)
  514.                         Song_playing = -1;
  515.                         if ((songnum < SONG_ENDGAME) && (songnum + 2 <= num_tracks))
  516.                         {
  517.                                 if (RBAPlayTracks(songnum + 2, songnum + 2, repeat ? redbook_repeat_func : NULL))
  518.                                 {
  519.                                         Redbook_playing = songnum + 2;
  520.                                         Song_playing = songnum;
  521.                                 }
  522.                         }
  523.                         else if ((songnum == SONG_ENDGAME) && (REDBOOK_ENDGAME_TRACK <= num_tracks)) // The endgame track is the last track
  524.                         {
  525.                                 if (RBAPlayTracks(REDBOOK_ENDGAME_TRACK, REDBOOK_ENDGAME_TRACK, repeat ? redbook_repeat_func : NULL))
  526.                                 {
  527.                                         Redbook_playing = REDBOOK_ENDGAME_TRACK;
  528.                                         Song_playing = songnum;
  529.                                 }
  530.                         }
  531.                         else if ((songnum > SONG_ENDGAME) && (songnum + 1 <= num_tracks))
  532.                         {
  533.                                 if (RBAPlayTracks(songnum + 1, songnum + 1, repeat ? redbook_repeat_func : NULL))
  534.                                 {
  535.                                         Redbook_playing = songnum + 1;
  536.                                         Song_playing = songnum;
  537.                                 }
  538.                         }
  539. #elif defined(DXX_BUILD_DESCENT_II)
  540.                         //Song_playing = -1;            // keep playing current music if chosen song is unavailable (e.g. SONG_ENDLEVEL)
  541.                         if ((songnum == SONG_TITLE) && (REDBOOK_TITLE_TRACK <= num_tracks))
  542.                         {
  543.                                 if (RBAPlayTracks(REDBOOK_TITLE_TRACK, REDBOOK_TITLE_TRACK, repeat ? play_credits_track : NULL))
  544.                                 {
  545.                                         Redbook_playing = REDBOOK_TITLE_TRACK;
  546.                                         Song_playing = songnum;
  547.                                 }
  548.                         }
  549.                         else if ((songnum == SONG_CREDITS) && (REDBOOK_CREDITS_TRACK <= num_tracks))
  550.                         {
  551.                                 if (RBAPlayTracks(REDBOOK_CREDITS_TRACK, REDBOOK_CREDITS_TRACK, repeat ? play_credits_track : NULL))
  552.                                 {
  553.                                         Redbook_playing = REDBOOK_CREDITS_TRACK;
  554.                                         Song_playing = songnum;
  555.                                 }
  556.                         }
  557. #endif
  558.                         break;
  559.                 }
  560. #endif
  561. #if DXX_USE_SDLMIXER
  562.                 case MUSIC_TYPE_CUSTOM:
  563.                 {
  564.                         // EXCEPTION: If SONG_ENDLEVEL is undefined, continue playing level song.
  565.                         if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum == SONG_ENDLEVEL && !CGameCfg.CMMiscMusic[songnum][0])
  566.                                 return Song_playing;
  567.  
  568.                         Song_playing = -1;
  569. #if defined(DXX_BUILD_DESCENT_I)
  570.                         int play = songs_play_file(CGameCfg.CMMiscMusic[songnum].data(), repeat, NULL);
  571. #elif defined(DXX_BUILD_DESCENT_II)
  572.                         int use_credits_track = (songnum == SONG_TITLE && GameCfg.OrigTrackOrder);
  573.                         int play = songs_play_file(CGameCfg.CMMiscMusic[songnum].data(),
  574.                                                           // Play the credits track after the title track and loop the credits track if original CD track order was chosen
  575.                                                           use_credits_track ? 0 : repeat,
  576.                                                           use_credits_track ? play_credits_track : NULL);
  577. #endif
  578.                         if (play)
  579.                                 Song_playing = songnum;
  580.                         break;
  581.                 }
  582. #endif
  583.                 default:
  584.                         Song_playing = -1;
  585.                         break;
  586.         }
  587.  
  588.         return Song_playing;
  589. }
  590. }
  591.  
  592. #if DXX_USE_SDL_REDBOOK_AUDIO
  593. static void redbook_first_song_func()
  594. {
  595.         pause_game_world_time p;
  596.         Song_playing = -1; // Playing Redbook tracks will not modify Song_playing. To repeat we must reset this so songs_play_level_song does not think we want to re-play the same song again.
  597.         songs_play_level_song(1, 0);
  598. }
  599. #endif
  600.  
  601. // play track given by levelnum (depending on the music type and it's playing behaviour) or increment/decrement current track number via offset value
  602. namespace dsx {
  603. int songs_play_level_song( int levelnum, int offset )
  604. {
  605.         int songnum;
  606.  
  607.         Assert( levelnum != 0 );
  608.  
  609.         songs_init();
  610.         if (!Songs_initialized)
  611.                 return 0;
  612.        
  613.         songnum = (levelnum>0)?(levelnum-1):(-levelnum);
  614.  
  615.         switch (GameCfg.MusicType)
  616.         {
  617.                 case MUSIC_TYPE_BUILTIN:
  618.                 {
  619.                         if (offset)
  620.                                 return Song_playing;
  621.  
  622.                         Song_playing = -1;
  623.                         /* count_level_songs excludes songs assigned to non-levels,
  624.                          * such as SONG_TITLE, SONG_BRIEFING, etc.
  625.                          */
  626.                         int count_level_songs;
  627.                         if (levelnum < 0 && BIMSecretSongs)
  628.                         {
  629.                                 /* Secret songs are processed separately and do not need
  630.                                  * to exclude non-levels.
  631.                                  */
  632.                                 const int secretsongnum = (-levelnum - 1) % BIMSecretSongs.size();
  633.                                 if (songs_play_file(BIMSecretSongs[secretsongnum].filename, 1, NULL))
  634.                                         Song_playing = secretsongnum;
  635.                         }
  636.                         else if ((count_level_songs = BIMSongs.size() - SONG_FIRST_LEVEL_SONG) > 0)
  637.                         {
  638.                                 songnum = SONG_FIRST_LEVEL_SONG + (songnum % count_level_songs);
  639.                                 if (songs_play_file(BIMSongs[songnum].filename, 1, NULL))
  640.                                         Song_playing = songnum;
  641.                         }
  642.                         break;
  643.                 }
  644. #if DXX_USE_SDL_REDBOOK_AUDIO
  645.                 case MUSIC_TYPE_REDBOOK:
  646.                 {
  647.                         int n_tracks = RBAGetNumberOfTracks();
  648.                         int tracknum;
  649.  
  650.                         if (!offset)
  651.                         {
  652.                                 // we have just been told to play the same as we do already -> ignore
  653.                                 if (Song_playing >= SONG_FIRST_LEVEL_SONG && songnum + SONG_FIRST_LEVEL_SONG == Song_playing)
  654.                                         return Song_playing;
  655.  
  656. #if defined(DXX_BUILD_DESCENT_I)
  657.                                 int bn_tracks = n_tracks;
  658. #elif defined(DXX_BUILD_DESCENT_II)
  659.                                 int bn_tracks = n_tracks + 1;
  660. #endif
  661.                                 tracknum = REDBOOK_FIRST_LEVEL_TRACK + ((bn_tracks<=REDBOOK_FIRST_LEVEL_TRACK) ? 0 : (songnum % (bn_tracks-REDBOOK_FIRST_LEVEL_TRACK)));
  662.                         }
  663.                         else
  664.                         {
  665.                                 tracknum = Redbook_playing+offset;
  666.                                 if (tracknum < REDBOOK_FIRST_LEVEL_TRACK)
  667.                                         tracknum = n_tracks - (REDBOOK_FIRST_LEVEL_TRACK - tracknum) + 1;
  668.                                 else if (tracknum > n_tracks)
  669.                                         tracknum = REDBOOK_FIRST_LEVEL_TRACK + (tracknum - n_tracks) - 1;
  670.                         }
  671.  
  672.                         Song_playing = -1;
  673.                         if (RBAEnabled() && (tracknum <= n_tracks))
  674.                         {
  675. #if defined(DXX_BUILD_DESCENT_I)
  676.                                 int have_cd = songs_have_cd();
  677.                                 int play = RBAPlayTracks(tracknum, !have_cd?n_tracks:tracknum, have_cd ? redbook_repeat_func : redbook_first_song_func);
  678. #elif defined(DXX_BUILD_DESCENT_II)
  679.                                 int play = RBAPlayTracks(tracknum, n_tracks, redbook_first_song_func);
  680. #endif
  681.                                 if (play)
  682.                                 {
  683.                                         Song_playing = songnum + SONG_FIRST_LEVEL_SONG;
  684.                                         Redbook_playing = tracknum;
  685.                                 }
  686.                         }
  687.                         break;
  688.                 }
  689. #endif
  690. #if DXX_USE_SDLMIXER
  691.                 case MUSIC_TYPE_CUSTOM:
  692.                 {
  693.                         if (CGameCfg.CMLevelMusicPlayOrder == LevelMusicPlayOrder::Random)
  694.                                 CGameCfg.CMLevelMusicTrack[0] = d_rand() % CGameCfg.CMLevelMusicTrack[1]; // simply a random selection - no check if this song has already been played. But that's how I roll!
  695.                         else if (!offset)
  696.                         {
  697.                                 if (CGameCfg.CMLevelMusicPlayOrder == LevelMusicPlayOrder::Continuous)
  698.                                 {
  699.                                         static int last_songnum = -1;
  700.  
  701.                                         if (Song_playing >= SONG_FIRST_LEVEL_SONG)
  702.                                                 return Song_playing;
  703.  
  704.                                         // As soon as we start a new level, go to next track
  705.                                         if (last_songnum != -1 && songnum != last_songnum)
  706.                                                 ((CGameCfg.CMLevelMusicTrack[0] + 1 >= CGameCfg.CMLevelMusicTrack[1])
  707.                                                         ? CGameCfg.CMLevelMusicTrack[0] = 0
  708.                                                         : CGameCfg.CMLevelMusicTrack[0]++);
  709.                                         last_songnum = songnum;
  710.                                 }
  711.                                 else if (CGameCfg.CMLevelMusicPlayOrder == LevelMusicPlayOrder::Level)
  712.                                         CGameCfg.CMLevelMusicTrack[0] = (songnum % CGameCfg.CMLevelMusicTrack[1]);
  713.                         }
  714.                         else
  715.                         {
  716.                                 CGameCfg.CMLevelMusicTrack[0] += offset;
  717.                                 if (CGameCfg.CMLevelMusicTrack[0] < 0)
  718.                                         CGameCfg.CMLevelMusicTrack[0] = CGameCfg.CMLevelMusicTrack[1] + CGameCfg.CMLevelMusicTrack[0];
  719.                                 if (CGameCfg.CMLevelMusicTrack[0] + 1 > CGameCfg.CMLevelMusicTrack[1])
  720.                                         CGameCfg.CMLevelMusicTrack[0] = CGameCfg.CMLevelMusicTrack[0] - CGameCfg.CMLevelMusicTrack[1];
  721.                         }
  722.  
  723.                         Song_playing = -1;
  724.                         if (jukebox_play())
  725.                                 Song_playing = songnum + SONG_FIRST_LEVEL_SONG;
  726.  
  727.                         break;
  728.                 }
  729. #endif
  730.                 default:
  731.                         Song_playing = -1;
  732.                         break;
  733.         }
  734.  
  735. #if defined(DXX_BUILD_DESCENT_I)
  736.         // If we couldn't play the song, most likely because it wasn't specified, play no music.
  737.         if (Song_playing == -1)
  738.                 songs_stop_all();
  739. #endif
  740.         return Song_playing;
  741. }
  742. }
  743.  
  744. // check which song is playing, or -1 if not playing anything
  745. int songs_is_playing()
  746. {
  747.         return Song_playing;
  748. }
  749.  
  750.