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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
Use enums for music tracks
This adds an anonymous enum for music tracks and replaces all calls to music.play and music.niceplay that use integer literals. Additionally, this is also done for integer literals for cl.levmusic (except 0) and music.currentsong where appropriate, but _not_ the music areamap because that would not make it look very aesthetically pleasing in the code. This is not a named enum (that can be used for strict typechecking) because music track IDs are essentially part of the API of the game - almost every custom level uses these numbers. This is just to make the source code more readable without needing a comment to denote what number is what track.
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@@ -1501,7 +1501,7 @@ void Game::updatestate(void)
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if (!obj.flags[71])
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{
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obj.flags[71] = true;
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music.niceplay(15); //Final level remix
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music.niceplay(Music_PREDESTINEDFATEREMIX);
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setstate(0);
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}
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obj.removetrigger(49);
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@@ -1575,7 +1575,7 @@ void Game::updatestate(void)
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break;
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case 81:
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quittomenu();
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music.play(6); //should be after quittomenu()
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music.play(Music_PRESENTINGVVVVVV); //should be after quittomenu()
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setstate(0);
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break;
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@@ -1669,7 +1669,7 @@ void Game::updatestate(void)
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//Init final stretch
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incstate();
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music.playef(9);
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music.play(2);
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music.play(Music_POSITIVEFORCE);
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obj.flags[72] = true;
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screenshake = 10;
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@@ -2210,7 +2210,7 @@ void Game::updatestate(void)
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}
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#endif
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quittomenu();
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music.play(6); //should be after quittomenu()
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music.play(Music_PRESENTINGVVVVVV); //should be after quittomenu()
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setstate(0);
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break;
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@@ -2223,7 +2223,7 @@ void Game::updatestate(void)
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case 2500:
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music.play(5);
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music.play(Music_PAUSE);
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//Activating a teleporter (appear)
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incstate();
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setstatedelay(15);
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@@ -2364,7 +2364,7 @@ void Game::updatestate(void)
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advancetext = false;
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setstate(0);
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music.play(3);
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music.play(Music_POTENTIALFORANYTHING);
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break;
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@@ -2464,7 +2464,7 @@ void Game::updatestate(void)
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//Level complete! (warp zone)
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unlocknum(4);
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lastsaved = 4;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@@ -2505,7 +2505,7 @@ void Game::updatestate(void)
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//Level complete! (Space Station 2)
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unlocknum(3);
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lastsaved = 2;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@@ -2547,7 +2547,7 @@ void Game::updatestate(void)
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//Level complete! (Lab)
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unlocknum(1);
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lastsaved = 5;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@@ -2588,7 +2588,7 @@ void Game::updatestate(void)
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//Level complete! (Space Station 1)
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unlocknum(0);
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lastsaved = 1;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@@ -2655,7 +2655,7 @@ void Game::updatestate(void)
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//Level complete! (Tower)
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unlocknum(2);
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lastsaved = 3;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@@ -2863,7 +2863,7 @@ void Game::updatestate(void)
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break;
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case 3101:
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quittomenu();
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music.play(6); //should be after quittomenu();
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music.play(Music_PRESENTINGVVVVVV); //should be after quittomenu();
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setstate(0);
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break;
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@@ -2879,7 +2879,7 @@ void Game::updatestate(void)
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crewstats[0] = true;
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incstate();
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setstatedelay(75);
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music.play(7);
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music.play(Music_PLENARY);
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graphics.createtextboxflipme("", -1, 12, 164, 165, 255);
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graphics.addline(" ");
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@@ -5006,7 +5006,10 @@ void Game::start(void)
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deathseq = -1;
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lifeseq = 0;
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if (!nocutscenes) music.play(5);
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if (!nocutscenes)
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{
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music.play(Music_PAUSE);
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}
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}
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void Game::deathsequence(void)
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@@ -7290,7 +7293,7 @@ void Game::returntolab(void)
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savedir = obj.entities[player].dir;
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}
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music.play(11);
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music.play(Music_PIPEDREAM);
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}
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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