Here is my code:
Code: Select all
//===========================================================================
// Copyright 2003 Mad Doc Software, LLC. All rights reserved.
// $Header: /EE2X/src/EE2/DbHdrs/DbPlayerDefs.h 22 7/01/05 3:42p Dsproul $
//
// DESCRIPTION: DbPlayerDefs.h has parser-readable player definitions.
//
// AUTHOR: Rex Bradford
//
//===========================================================================
#ifndef DBPLAYERDEFS_H
#define DBPLAYERDEFS_H
#pragma once
#include "HdrMacros.h"
// Player types
ENUM ePlayerType {
kPlayerType_Human, // human-controlled player
kPlayerType_Computer, // AI-controlled player
kPlayerType_Observer, // just watching a game @NOTE this is just a hack to facilitate
// setup of MP games with observers and is distinct from the
// game ui being in observer mode
kPlayerType_Invalid = -1, // invalid player type
};
// Player civilizations
// @NOTE: IF THIS CHANGES IN SOME WAY, MAKE THE CORRESPONDING CHANGE IN THE CIV ENUM
// OF DbTechTreeDefs.h!!!!! Also there is a routine called CivilizationToRegion in
// PlayerDefs which would need to be updated.
ENUM ePlayerCivilization {
// West region
kPlayerCivilization_German = 0, //0
kPlayerCivilization_English, //1
kPlayerCivilization_Roman, //2
kPlayerCivilization_American, //3
kPlayerCivilization_Greek, //4
// FarEast region
kPlayerCivilization_Chinese, //5
kPlayerCivilization_Korean, //6
kPlayerCivilization_Japanese, //7 @NOTE: IF CHANGING THIS, SEE NOTE ABOVE!!!
// MiddleEast region
kPlayerCivilization_Egyptian, //8
kPlayerCivilization_Turkish, //9
// MiddleAsia region
kPlayerCivilization_Babylonian, //10
// MesoAmerican region
kPlayerCivilization_Inca, //11
kPlayerCivilization_Aztec, //12
kPlayerCivilization_Mayan, //13
// African Region
kPlayerCivilization_Maasai, //14
kPlayerCivilization_Zulu, //15
//@EE2X part of the West region. cannot be stuck with the rest of the west region because EE2 would not be correct anymore
kPlayerCivilization_French, //16
kPlayerCivilization_Russian, //17
kNumPlayerCivilization,
kPlayerCivilization_Random = -1, // random; list before unused for settings.cfg readability
//kPlayerCivilization_Unused = -1,
// @EE2X custom civs are marked thusly
kPlayerCivilization_Custom = -2,
//Enumerations to mark the first/last civs in each region:
// western
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstWestern = kPlayerCivilization_German,
kPlayerCivilization_LastWestern = kPlayerCivilization_Russian,
// FarEast
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstFarEast = kPlayerCivilization_Chinese,
kPlayerCivilization_LastFarEast = kPlayerCivilization_Japanese,
// MiddleEast
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstMiddleEast = kPlayerCivilization_Egyptian,
kPlayerCivilization_LastMiddleEast = kPlayerCivilization_Turkish,
// MiddleAsia
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstMiddleEast = kPlayerCivilization_Babylonian,
kPlayerCivilization_LastMiddleEast = kPlayerCivilization_Babylonian,
// Meso american
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstMesoAmer = kPlayerCivilization_Inca,
kPlayerCivilization_LastMesoAmer = kPlayerCivilization_Mayan,
// African
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstAfrican = kPlayerCivilization_Maasai,
kPlayerCivilization_LastAfrican = kPlayerCivilization_Zulu,
}; // enum PlayerCivilizatio...
// @EE2X not all civs in a region are contiguous, doh!
// how many civs in each region?
const int kNumWesternCivs = 7;
const int kNumFarEastCivs = 3;
const int kNumMiddleEastCivs = 2;
const int kNumMiddleAsiaCivs = 1;
const int kNumMesoAmericanCivs = 3;
const int kNumAfricanCivs = 2;
ENUM myCivs {
Aleman,
Ingles,
Romano,
Espanol,
Holandes,
Chinos,
Coreano,
Japones,
Marruecos,
Turco,
Hindu,
Inca,
Azteca,
Venezolano,
Masai,
Zulu,
Frances,
Ruso,
};
//---------------------------------------------------------------------------------------------
//@NOTE if someone add a region, do not forget to add a initial for that particular region in:
// SRC\EE2\PLAYER\PlayerCivilisation.h under the function GetRegionalPostFix()
//
ENUM eCivilizationRegion {
kCivilizationRegion_West = 0,
kCivilizationRegion_FarEast,
kCivilizationRegion_MiddleEast,
kCiviliationRegion_MiddleAsia,
kCivilizationRegion_MesoAmerican,
kCivilizationRegion_African,
kNumCivilizationRegion,
// invalid region!
// putting this last so we don't screw things up
kCivilizationRegion_Invalid = -1,
};
// Player colors
ENUM ePlayerColor {
kPlayerColor_Blue,
kPlayerColor_Red,
kPlayerColor_Green,
kPlayerColor_Orange,
kPlayerColor_Magenta,
kPlayerColor_Cyan,
kPlayerColor_Yellow,
kPlayerColor_Lavender,
kPlayerColor_Purple,
kPlayerColor_Gold,
kPlayerColor_LastAvailableToNonWorldPlayer = 9, // should be same as previous entry
kPlayerColor_Grey,
kPlayerColor_WorldPlayerColor = 10, // should be same as previous entry
kPlayerColor_NativeTribePlayerColor = 10,
kPlayerColor_Num,
};
#endif // DBPLAYERDEFS_H
Code: Select all
// DbMusic.ddf - music db records
// ------------------------------
//
// Shell looping music
DbMusicCtrlLoopSetDef music_fe
{
filenames = [ "BattleAtWitchCreek.mp3" "BattleAtWitchCreek.mp3"
]
}
//
// In-game ambient music
//
DbMusicCtrlGameAmbientDef music_ingame
{
regionSets = [
{
region = West
filenames = ["amb_we_1.mp3" "amb_we_2.mp3" "amb_we_3.mp3" "amb_we_4.mp3"
"amb_we_5.mp3" "amb_we_6.mp3" "amb_we_7.mp3"
"amb_we_8.mp3" "amb_we_9.mp3" "amb_we_10.mp3"
]
}
{
region = FarEast
filenames = ["amb_fe_1.mp3" "amb_fe_2.mp3" "amb_fe_3.mp3"
"amb_fe_4.mp3" "amb_fe_4b.mp3" "amb_fe_5.mp3" "amb_fe_5b.mp3"
"amb_fe_6.mp3" "amb_fe_6b.mp3" "amb_fe_6c.mp3"
"amb_fe_7.mp3" "amb_fe_8.mp3" "amb_fe_9.mp3"
"amb_fe_10.mp3" "amb_fe_11.mp3"
]
}
{
region = MiddleEast
filenames = ["amb_me_1.mp3" "amb_me_1b.mp3"
"amb_me_2.mp3" "amb_me_2b.mp3" "amb_me_2c.mp3" "amb_me_2d.mp3" "amb_me_2e.mp3"
"amb_me_3.mp3" "amb_me_4.mp3" "amb_me_5.mp3" "amb_me_6.mp3"
"amb_me_7.mp3" "amb_me_8.mp3" "amb_me_9.mp3" "amb_me_10.mp3"
"amb_me_11.mp3" "amb_me_11b.mp3" "amb_me_11c.mp3"
"amb_me_12.mp3" "amb_me_13.mp3"
]
}
{
region = MiddleAsia
filenames = ["amb_hindi_1.mp3" "amb_hindi_2.mp3" "amb_hindi_3.mp3"
"amb_hindi_4.mp3" "amb_hindi_4.mp3" "amb_hindi_5.mp3" "amb_hindi_5.mp3"
"amb_hindi_6.mp3"
"amb_hindi_7.mp3" "amb_hindi_8.mp3" "amb_hindi_9.mp3"
"amb_hindi_10.mp3"
]
}
{
region = MesoAmerican
filenames = ["amb_am_1.mp3" "amb_am_1b.mp3" "amb_am_1c.mp3" "amb_am_1d.mp3" "amb_am_1e.mp3"
"amb_am_2.mp3" "amb_am_2b.mp3" "amb_am_2c.mp3" "amb_am_2d.mp3"
"amb_am_3.mp3" "amb_am_4.mp3" "amb_am_5.mp3" "amb_am_6.mp3" "amb_am_7.mp3" "amb_am_8.mp3"
]
}
// @EE2X @MRC
// New African region music.
{
region = African
filenames = ["amb_af_1.mp3" "amb_af_2.mp3" "amb_af_3.mp3" "amb_af_4.mp3" "amb_af_5.mp3"
"amb_af_6.mp3" "amb_af_7.mp3" "amb_af_8.mp3" "amb_af_9.mp3" "amb_af_10.mp3"
"amb_af_11.mp3" "amb_af_12.mp3" "amb_af_13.mp3"
]
}
]
epochSets = [
{
epochFirst = Stone
epochLast = Industrial
filenames = [] // no early-epoch music
}
{
epochFirst = Modern
epochLast = Digital
filenames = ["amb_mid_late_1.mp3" "amb_mid_late_2.mp3" "amb_mid_late_3.mp3"
"amb_mid_late_4.mp3" "amb_mid_late_5.mp3" "amb_mid_late_6.mp3"
"amb_mid_late_7.mp3" "amb_mid_late_8.mp3"]
}
{
epochFirst = Genetic
epochLast = Synthetic
filenames = ["amb_mid_late_1.mp3" "amb_mid_late_2.mp3" "amb_mid_late_3.mp3"
"amb_mid_late_4.mp3" "amb_mid_late_5.mp3" "amb_mid_late_6.mp3"
"amb_mid_late_7.mp3" "amb_mid_late_8.mp3"]
}
]
fracSilentPieces = 0.5
timeSilenceLow = 20
timeSilenceHigh = 30
numLoopsLow = 2
numLoopsHigh = 4
}
Any help/hints would be greatly appreciated.