コード例 #1
0
void PlayMusicByGroupAndFactionRandom(const std::string &group, const std::string &civilization_name, const std::string &faction_name) {
	if (!IsMusicEnabled()) {
		return;
	}

#ifdef USE_OAML
	if (enableOAML == false || oaml == NULL)
		return;

	SDL_LockMutex(Audio.Lock);
	if (oaml->PlayTrackByGroupAndSubgroupRandom(group.c_str(), faction_name.c_str()) != OAML_OK) {
		int civilization = PlayerRaces.GetRaceIndexByName(civilization_name.c_str());
		int faction = PlayerRaces.GetFactionIndexByName(civilization, faction_name);
		int parent_faction = -1;
		bool found_music = false;
		if (faction != -1) {
			while (true) {
				parent_faction = PlayerRaces.Factions[civilization][faction]->ParentFaction;
				if (parent_faction == -1) {
					break;
				}
				faction = parent_faction;
				
				if (oaml->PlayTrackByGroupAndSubgroupRandom(group.c_str(), PlayerRaces.Factions[civilization][faction]->Ident.c_str()) == OAML_OK) {
					found_music = true;
					break;
				}
			}
		}
		if (!found_music && oaml->PlayTrackByGroupAndSubgroupRandom(group.c_str(), civilization_name.c_str()) != OAML_OK) {
			int parent_civilization = -1;
			if (civilization != -1) {
				while (true) {
					parent_civilization = PlayerRaces.Civilizations[civilization]->ParentCivilization;
					if (parent_civilization == -1) {
						break;
					}
					civilization = parent_civilization;
					
					if (oaml->PlayTrackByGroupAndSubgroupRandom(group.c_str(), PlayerRaces.Name[civilization].c_str()) == OAML_OK) {
						found_music = true;
						break;
					}
				}
			}
			if (!found_music) {
				oaml->PlayTrackByGroupRandom(group.c_str());
			}
		}
	}
	SDL_UnlockMutex(Audio.Lock);
	
	if (GrandStrategy && !GameRunning) { // play day music in grand strategy mode
		SetMusicCondition(OAML_CONDID_MAIN_LOOP, MiddayTimeOfDay);
	}
#endif
}
コード例 #2
0
static void GameLogicLoop()
{
	// Can't find a better place.
	// FIXME: We need find better place!
	SaveGameLoading = false;

#ifdef USE_OAML
	if (enableOAML && oaml) {
		// Time of day can change our main music loop, if the current playing track is set for this
		SetMusicCondition(OAML_CONDID_MAIN_LOOP, Map.TimeOfDay[CurrentMapLayer]);
	}
#endif

	//
	// Game logic part
	//
	if (!GamePaused && NetworkInSync && !SkipGameCycle) {
		SinglePlayerReplayEachCycle();
		++GameCycle;
		MultiPlayerReplayEachCycle();
		NetworkCommands(); // Get network commands
		TriggersEachCycle();// handle triggers
		UnitActions();      // handle units
		MissileActions();   // handle missiles
		PlayersEachCycle(); // handle players
		UpdateTimer();      // update game timer


		//
		// Work todo each second.
		// Split into different frames, to reduce cpu time.
		// Increment mana of magic units.
		// Update mini-map.
		// Update map fog of war.
		// Call AI.
		// Check game goals.
		// Check rescue of units.
		//
		switch (GameCycle % CYCLES_PER_SECOND) {
			case 0: // At cycle 0, start all ai players...
				if (GameCycle == 0) {
					for (int player = 0; player < NumPlayers; ++player) {
						PlayersEachSecond(player);
					}
				}
				break;
			case 1:
				break;
			case 2:
				break;
			case 3: // minimap update
				UI.Minimap.UpdateCache = true;
				break;
			case 4:
				break;
			case 5: // forest grow
				Map.RegenerateForest();
				break;
			case 6: // overtaking units
				RescueUnits();
				break;
			//Wyrmgus start
			/*
			default: {
				// FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7)
				int player = (GameCycle % CYCLES_PER_SECOND) - 7;
				Assert(player >= 0);
				if (player < NumPlayers) {
					PlayersEachSecond(player);
				}
			}
			*/
			//Wyrmgus end
		}
		
		//Wyrmgus start
		int player = (GameCycle - 1) % CYCLES_PER_SECOND;
		Assert(player >= 0);
		if (player < NumPlayers) {
			PlayersEachSecond(player);
			if ((player + CYCLES_PER_SECOND) < NumPlayers) {
				PlayersEachSecond(player + CYCLES_PER_SECOND);
			}
		}
		
		player = (GameCycle - 1) % CYCLES_PER_MINUTE;
		Assert(player >= 0);
		if (player < NumPlayers) {
			PlayersEachMinute(player);
		}
		//Wyrmgus end
		
		//Wyrmgus start
		for (size_t z = 0; z < Map.Fields.size(); ++z) {
			if (GameSettings.Inside || GameSettings.NoTimeOfDay || !Map.TimeOfDaySeconds[z]) {
				// indoors it is always dark (maybe would be better to allow a special setting to have bright indoor places?
				Map.TimeOfDay[z] = NoTimeOfDay; // make indoors have no time of day setting until it is possible to make light sources change their surrounding "time of day"
				continue;
			}
			if (GameCycle > 0 && GameCycle % (CYCLES_PER_SECOND * Map.TimeOfDaySeconds[z]) == 0) { 
				Map.TimeOfDay[z] += 1;
				if (Map.TimeOfDay[z] == MaxTimesOfDay) {
					Map.TimeOfDay[z] = 1;
				}

#ifdef USE_OAML
				if (enableOAML && oaml && z == CurrentMapLayer) {
					// Time of day can change our main music loop, if the current playing track is set for this
					SetMusicCondition(OAML_CONDID_MAIN_LOOP, Map.TimeOfDay[z]);
				}
#endif

				//update the sight of all units
				for (CUnitManager::Iterator it = UnitManager.begin(); it != UnitManager.end(); ++it) {
					CUnit *unit = *it;
					if (
						unit && unit->IsAlive() && unit->MapLayer == z &&
						(
							((Map.TimeOfDay[z] == MorningTimeOfDay || Map.TimeOfDay[z] == DuskTimeOfDay) && unit->Variable[DAYSIGHTRANGEBONUS_INDEX].Value != 0) // if has day sight bonus and is entering or exiting day
							|| ((Map.TimeOfDay[z] == FirstWatchTimeOfDay || Map.TimeOfDay[z] == DawnTimeOfDay) && unit->Variable[NIGHTSIGHTRANGEBONUS_INDEX].Value != 0) // if has night sight bonus and is entering or exiting night
						)
					) {
						MapUnmarkUnitSight(*unit);
						UpdateUnitSightRange(*unit);
						MapMarkUnitSight(*unit);
					}
				}
			}
		}
		//Wyrmgus end
		
		//Wyrmgus start
//		if (Preference.AutosaveMinutes != 0 && !IsNetworkGame() && GameCycle > 0 && (GameCycle % (CYCLES_PER_SECOND * 60 * Preference.AutosaveMinutes)) == 0) { // autosave every X minutes, if the option is enabled
		if (Preference.AutosaveMinutes != 0 && !IsNetworkGame() && !GrandStrategy && GameCycle > 0 && (GameCycle % (CYCLES_PER_MINUTE * Preference.AutosaveMinutes)) == 0) { // autosave every X minutes, if the option is enabled
		//Wyrmgus end
			UI.StatusLine.Set(_("Autosave"));
			//Wyrmgus start
//			SaveGame("autosave.sav");
			CclCommand("if (RunSaveGame ~= nil) then RunSaveGame(\"autosave.sav\") end;");
			//Wyrmgus end
		}
	}

	UpdateMessages();     // update messages
	ParticleManager.update(); // handle particles
	CheckMusicFinished(); // Check for next song

	if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) {
		WaitEventsOneFrame();
	}

	if (!NetworkInSync) {
		NetworkRecover(); // recover network
	}
}