shithub: cstory

ref: 3c920996b80ddbce6a431b862ee6fda2cef71ee5
dir: /src/Stage.cpp/

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#include "Stage.h"

#include <stdio.h>
#include <string.h>

#include "WindowsWrapper.h"

#include "Back.h"
#include "Boss.h"
#include "Bullet.h"
#include "Caret.h"
#include "Draw.h"
#include "Flash.h"
#include "Frame.h"
#include "Map.h"
#include "MapName.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Organya.h"
#include "TextScr.h"
#include "ValueView.h"

#ifdef JAPANESE
#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
#else
#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_en}
#endif

int gStageNo;

// Note: Pixel made numerous capitalisation errors when making this table.
// This isn't a problem for Windows, because of its case-insensitive filesystem.
const STAGE_TABLE gTMT[95] = {
	STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "\x96\xB3"),	// 無
	STAGE_ENTRY("Pens", "Pens1", 1, "BkBlue", "Guest", "0", 0, "Arthur's House", "\x83\x41\x81\x5B\x83\x54\x81\x5B\x82\xCC\x89\xC6"),	// アーサーの家
	STAGE_ENTRY("Eggs", "Eggs", 1, "BkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C"),	// タマゴ回廊
	STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x30"),	// タマゴ No.00
	STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x36"),	// タマゴ No.06
	STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "\x83\x5E\x83\x7D\x83\x53\x8A\xC4\x8E\x8B\x8E\xBA"),	// タマゴ監視室
	STAGE_ENTRY("Weed", "Weed", 1, "BkBlue", "Weed", "0", 0, "Grasstown", "\x83\x4E\x83\x54\x83\x80\x83\x89"),	// クサムラ
	STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "\x83\x54\x83\x93\x83\x5E\x82\xCC\x89\xC6"),	// サンタの家
	STAGE_ENTRY("Barr", "Chako", 1, "BkBlue", "Guest", "0", 0, "Chaco's House", "\x83\x60\x83\x83\x83\x52\x82\xCC\x89\xC6"),	// チャコの家
	STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "\x96\xC0\x8B\x7B\x82\x68"),	// 迷宮I
	STAGE_ENTRY("Sand", "Sand", 1, "BkGreen", "Sand", "Omg", 1, "Sand Zone", "\x8D\xBB\x8B\xE6"),	// 砂区
	STAGE_ENTRY("Mimi", "Mimi", 1, "BkBlue", "Guest", "0", 0, "Mimiga Village", "\x83\x7E\x83\x7E\x83\x4B\x81\x5B\x82\xCC\x91\xBA"),	// ミミガーの村
	STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "\x8D\xC5\x8F\x89\x82\xCC\x93\xB4\x8C\x41"),	// 最初の洞窟
	STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "\x83\x58\x83\x5E\x81\x5B\x83\x67\x92\x6E\x93\x5F"),	// スタート地点
	STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "\x83\x6F\x83\x89\x83\x62\x83\x4E\x8F\xAC\x89\xAE"),	// バラック小屋
	STAGE_ENTRY("Mimi", "Pool", 1, "BkBlue", "Guest", "0", 0, "Reservoir", "\x92\x99\x90\x85\x92\x72"),	// 貯水池
	STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "\x82\xCD\x82\xA9\x82\xCE"),	// はかば
	STAGE_ENTRY("Mimi", "Plant", 1, "BkGreen", "Plant", "0", 0, "Yamashita Farm", "\x8E\x52\x89\xBA\x94\x5F\x89\x80"),	// 山下農園
	STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "\x83\x56\x83\x46\x83\x8B\x83\x5E\x81\x5B"),	// シェルター
	STAGE_ENTRY("Pens", "Comu", 1, "BkBlue", "Guest", "0", 0, "Assembly Hall", "\x8F\x57\x89\xEF\x8F\xEA"),	// 集会場
	STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "\x83\x5A\x81\x5B\x83\x75\x83\x7C\x83\x43\x83\x93\x83\x67"),	// セーブポイント
	STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x82\xCC\x8C\xC2\x8E\xBA"),	// タマゴ回廊の個室
	STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "\x83\x4E\x83\x67\x83\x44\x83\x8B\x81\x5B\x82\xCC\x8F\x5A\x8F\x88"),	// クトゥルーの住処
	STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x31"),	// タマゴ No.01
	STAGE_ENTRY("Pens", "Pens2", 1, "BkBlue", "Guest", "0", 0, "Arthur's House", "\x83\x41\x81\x5B\x83\x54\x81\x5B\x82\xCC\x89\xC6"),	// アーサーの家
	STAGE_ENTRY("Barr", "Malco", 1, "BkBlue", "Weed", "Bllg", 0, "Power Room", "\x93\x64\x8C\xB9\x8E\xBA"),	// 電源室
	STAGE_ENTRY("Barr", "WeedS", 1, "BkBlue", "0", "0", 0, "Save Point", "\x83\x5A\x81\x5B\x83\x75\x83\x7C\x83\x43\x83\x93\x83\x67"),	// セーブポイント
	STAGE_ENTRY("Store", "WeedD", 1, "BkBlue", "0", "0", 0, "Execution Chamber", "\x8F\x88\x8C\x59\x8E\xBA"),	// 処刑室
	STAGE_ENTRY("Weed", "Frog", 2, "BkGreen", "Weed", "Frog", 2, "Gum", "\x83\x4B\x83\x80"),	// ガム
	STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "\x8D\xBB\x8B\xE6\x92\x93\x8D\xDD\x8F\x8A"),	// 砂区駐在所
	STAGE_ENTRY("Pens", "WeedB", 1, "BkBlue", "Ravil", "0", 0, "Grasstown Hut", "\x83\x4E\x83\x54\x83\x80\x83\x89\x82\xCC\x8F\xAC\x89\xAE"),	// クサムラの小屋
	STAGE_ENTRY("River", "Stream", 5, "BkBlue", "Stream", "IronH", 5, "Main Artery", "\x91\xE5\x93\xAE\x96\xAC"),	// 大動脈
	STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "\x8F\xAC\x95\x94\x89\xAE"),	// 小部屋
	STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "\x83\x57\x83\x46\x83\x93\x83\x4A\x82\xCC\x89\xC6"),	// ジェンカの家
	STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "\x94\x70\x89\xAE"),	// 廃屋
	STAGE_ENTRY("Gard", "Gard", 1, "BkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "\x8D\xBB\x8B\xE6\x91\x71\x8C\xC9"),	// 砂区倉庫
	STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "\x83\x57\x83\x46\x83\x93\x83\x4A\x82\xCC\x89\xC6"),	// ジェンカの家
	STAGE_ENTRY("Sand", "SandE", 1, "BkGreen", "Sand", "Bllg", 0, "Sand Zone", "\x8D\xBB\x8B\xE6"),	// 砂区
	STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "\x96\xC0\x8B\x7B\x82\x67"),	// 迷宮H
	STAGE_ENTRY("Maze", "MazeW", 1, "BkMaze", "Maze", "X", 3, "Labyrinth W", "\x96\xC0\x8B\x7B\x82\x76"),	// 迷宮W
	STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "\x83\x4C\x83\x83\x83\x93\x83\x76"),	// キャンプ
	STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "\x90\x66\x97\xC3\x8F\x8A\x90\xD5"),	// 診療所跡
	STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "\x96\xC0\x8B\x7B\x82\xCC\x93\x58"),	// 迷宮の店
	STAGE_ENTRY("Maze", "MazeB", 1, "BkBlue", "Maze", "0", 0, "Labyrinth B", "\x96\xC0\x8B\x7B\x82\x61"),	// 迷宮B
	STAGE_ENTRY("Maze", "MazeS", 2, "BkGray", "Maze", "Bllg", 0, "Boulder Chamber", "\x91\xE5\x90\xCE\x82\xCC\x8D\xC7\x82\xAE\x8F\x8A"),	// 大石の塞ぐ所
	STAGE_ENTRY("Maze", "MazeM", 1, "BkRed", "Maze", "0", 0, "Labyrinth M", "\x96\xC0\x8B\x7B\x82\x6C"),	// 迷宮M
	STAGE_ENTRY("Cave", "Drain", 3, "BkWater", "Cemet", "0", 0, "Dark Place", "\x88\xC3\x82\xA2\x8F\x8A"),	// 暗い所
	STAGE_ENTRY("Almond", "Almond", 3, "BkWater", "Cemet", "Almo1", 4, "Core", "\x83\x52\x83\x41"),	// コア
	STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "\x90\x85\x98\x48"),	// 水路
	STAGE_ENTRY("Eggs", "Eggs2", 1, "BkGreen", "Eggs2", "0", 0, "Egg Corridor?", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x81\x48"),	// タマゴ回廊?
	STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "\x83\x4E\x83\x67\x83\x44\x83\x8B\x81\x5B\x82\xCC\x8F\x5A\x8F\x88\x81\x48"),	// クトゥルーの住処?
	STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "\x83\x5E\x83\x7D\x83\x53\x8A\xC4\x8E\x8B\x8E\xBA\x81\x48"),	// タマゴ監視室?
	STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x30"),	// タマゴ No.00
	STAGE_ENTRY("Oside", "Oside", 6, "BkMoon", "Moon", "0", 0, "Outer Wall", "\x8A\x4F\x95\xC7"),	// 外壁
	STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x82\xCC\x8C\xC2\x8E\xBA"),	// タマゴ回廊の個室
	STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "\x91\x71\x8C\xC9"),	// 倉庫
	STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "\x91\xE5\x94\x5F\x89\x80"),	// 大農園
	STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "\x91\xE6\x82\x50\x98\x53"),	// 第1牢
	STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "\x83\x4A\x83\x4E\x83\x8C\x83\x4B"),	// カクレガ
	STAGE_ENTRY("Jail", "lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "\x8B\x78\x8C\x65\x8F\x8A"),	// 休憩所
	STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "\x93\x5D\x91\x97\x8E\xBA"),	// 転送室
	STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "\x91\xE6\x82\x51\x98\x53"),	// 第2牢
	STAGE_ENTRY("White", "Blcny1", 7, "BkFog", "Ravil", "Heri", 0, "Balcony", "\x83\x6F\x83\x8B\x83\x52\x83\x6A\x81\x5B"),	// バルコニー
	STAGE_ENTRY("Jail", "Priso1", 4, "BkGray", "Red", "0", 0, "Final Cave", "\x8D\xC5\x8C\xE3\x82\xCC\x93\xB4\x8C\x41"),	// 最後の洞窟
	STAGE_ENTRY("White", "Ring1", 7, "BkFog", "Guest", "Miza", 0, "Throne Room", "\x89\xA4\x82\xCC\x8B\xCA\x8D\xC0"),	// 王の玉座
	STAGE_ENTRY("White", "Ring2", 7, "BkFog", "Guest", "Dr", 0, "The King's Table", "\x89\xA4\x82\xCC\x90\x48\x91\xEC"),	// 王の食卓
	STAGE_ENTRY("Pens", "Prefa1", 4, "Bk0", "0", "0", 0, "Prefab Building", "\x83\x76\x83\x8C\x83\x6E\x83\x75"),	// プレハブ
	STAGE_ENTRY("Jail", "Priso2", 4, "BkGray", "Red", "0", 0, "Last Cave (Hidden)", "\x8D\xC5\x8C\xE3\x82\xCC\x93\xB4\x8C\x41\x81\x45\x97\xA0"),	// 最後の洞窟・裏
	STAGE_ENTRY("White", "Ring3", 4, "Bk0", "Miza", "Almo2", 7, "Black Space", "\x8D\x95\x82\xA2\x8D\x4C\x8A\xD4"),	// 黒い広間
	STAGE_ENTRY("Pens", "Little", 2, "BkBlue", "Guest", "0", 0, "Little House", "\x83\x8A\x83\x67\x83\x8B\x89\xC6"),	// リトル家
	STAGE_ENTRY("White", "Blcny2", 7, "BkFog", "Ravil", "Heri", 0, "Balcony", "\x83\x6F\x83\x8B\x83\x52\x83\x6A\x81\x5B"),	// バルコニー
	STAGE_ENTRY("Fall", "Fall", 1, "BkFall", "Guest", "Heri", 0, "Fall", "\x97\x8E\x89\xBA"),	// 落下
	STAGE_ENTRY("White", "Kings", 4, "Bk0", "Kings", "0", 0, "u", "\x75"),	// u
	STAGE_ENTRY("Pens", "Pixel", 1, "BkBlue", "Guest", "0", 0, "Waterway Cabin", "\x90\x85\x98\x48\x82\xCC\x8F\xAC\x95\x94\x89\xAE"),	// 水路の小部屋
	STAGE_ENTRY("Maze", "e_Maze", 1, "BkMaze", "Guest", "Maze", 3, "", ""),
	STAGE_ENTRY("Barr", "e_Jenk", 4, "bk0", "Sand", "Bllg", 0, "", ""),
	STAGE_ENTRY("Barr", "e_Malc", 1, "BkBlue", "Weed", "Bllg", 0, "", ""),
	STAGE_ENTRY("Mimi", "e_Ceme", 4, "bk0", "Plant", "0", 0, "", ""),
	STAGE_ENTRY("Fall", "e_Sky", 1, "BkFall", "Guest", "Heri", 0, "", ""),
	STAGE_ENTRY("Pens", "Prefa2", 4, "Bk0", "0", "0", 0, "Prefab House", "\x83\x76\x83\x8C\x83\x6E\x83\x75"),	// プレハブ
	STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x50\x8A\x4B"),	// 聖域地下1階
	STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x51\x8A\x4B"),	// 聖域地下2階
	STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x52\x8A\x4B"),	// 聖域地下3階
	STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "\x95\xA8\x92\x75"),	// 物置
	STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "\x92\xCA\x98\x48\x81\x48"),	// 通路?
	STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "\x92\xCA\x98\x48\x81\x48"),	// 通路?
	STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "\x90\xCE\x91\x9C\x82\xCC\x8A\xD4"),	// 石像の間
	STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "\x95\x95\x88\xF3\x82\xCC\x8A\xD4"),	// 封印の間
	STAGE_ENTRY("White", "Ostep", 7, "BkFog", "0", "0", 0, "Corridor", "\x82\xED\x82\xBD\x82\xE8\x98\x4C\x89\xBA"),	// わたり廊下
	STAGE_ENTRY("Labo", "e_Labo", 4, "bk0", "Guest", "0", 0, "", ""),
	STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "\x82\xCD\x82\xAE\x82\xEA\x8F\x65\x92\x62\x96\xE8"),	// はぐれ銃鍛冶
	STAGE_ENTRY("0", "Island", 4, "bk0", "Island", "0", 0, "", ""),
	STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "\x95\x95\x88\xF3\x82\xCC\x8A\xD4"),	// 封印の間
	STAGE_ENTRY("White", "e_Blcn", 7, "BkFog", "Miza", "0", 9, "", ""),
	STAGE_ENTRY("Oside", "Clock", 6, "BkMoon", "Moon", "0", 0, "Clock Room", "\x8E\x9E\x8C\x76\x89\xAE"),	// 時計屋
};

BOOL TransferStage(int no, int w, int x, int y)
{
	//Move character
	SetMyCharPosition(x * 0x10 * 0x200, y * 0x10 * 0x200);

	BOOL bError = FALSE;

	//Get path
	char path_dir[20];
	strcpy(path_dir, "Stage");

	//Load tileset
	char path[MAX_PATH];
	sprintf(path, "%s\\Prt%s", path_dir, gTMT[no].parts);
	if (!ReloadBitmap_File(path, SURFACE_ID_LEVEL_TILESET))
		bError = TRUE;

	sprintf(path, "%s\\%s.pxa", path_dir, gTMT[no].parts);
	if (!LoadAttributeData(path))
		bError = TRUE;

	//Load tilemap
	sprintf(path, "%s\\%s.pxm", path_dir, gTMT[no].map);
	if (!LoadMapData2(path))
		bError = TRUE;

	//Load NPCs
	sprintf(path, "%s\\%s.pxe", path_dir, gTMT[no].map);
	if (!LoadEvent(path))
		bError = TRUE;

	//Load script
	sprintf(path, "%s\\%s.tsc", path_dir, gTMT[no].map);
	if (!LoadTextScript_Stage(path))
		bError = TRUE;

	//Load background
	sprintf(path, "%s", gTMT[no].back);
	if (!InitBack(path, gTMT[no].bkType))
		bError = TRUE;

	//Get path
	strcpy(path_dir, "Npc");

	//Load NPC sprite sheets
	sprintf(path, "%s\\Npc%s", path_dir, gTMT[no].npc);
	if (!ReloadBitmap_File(path, SURFACE_ID_LEVEL_SPRITESET_1))
		bError = TRUE;

	sprintf(path, "%s\\Npc%s", path_dir, gTMT[no].boss);
	if (!ReloadBitmap_File(path, SURFACE_ID_LEVEL_SPRITESET_2))
		bError = TRUE;

	if (bError)
		return FALSE;

	//Load map name
	ReadyMapName(gTMT[no].name);

	StartTextScript(w);
	SetFrameMyChar();
	ClearBullet();
	InitCaret();
	ClearValueView();
	ResetQuake();
	InitBossChar(gTMT[no].boss_no);
	ResetFlash();
	gStageNo = no;
	return TRUE;
}

//Music
const char *gMusicTable[42] =
{
	"XXXX",
	"WANPAKU",
	"ANZEN",
	"GAMEOVER",
	"GRAVITY",
	"WEED",
	"MDOWN2",
	"FIREEYE",
	"VIVI",
	"MURA",
	"FANFALE1",
	"GINSUKE",
	"CEMETERY",
	"PLANT",
	"KODOU",
	"FANFALE3",
	"FANFALE2",
	"DR",
	"ESCAPE",
	"JENKA",
	"MAZE",
	"ACCESS",
	"IRONH",
	"GRAND",
	"Curly",	// Uses the original filename instead of the internal 8.3 one
	"OSIDE",
	"REQUIEM",
	"WANPAK2",
	"QUIET",
	"LASTCAVE",
	"BALCONY",
	"LASTBTL",
	"LASTBT3",
	"ENDING",
	"ZONBIE",
	"BDOWN",
	"HELL",
	"JENKA2",
	"MARINE",
	"BALLOS",
	"TOROKO",
	"WHITE"
};

unsigned int gOldPos;
MusicID gOldNo;
MusicID gMusicNo;

void ChangeMusic(MusicID no)
{
	if (no && no == gMusicNo)
		return;

	//Stop and keep track of old song
	gOldPos = GetOrganyaPosition();
	gOldNo = gMusicNo;
	StopOrganyaMusic();

	//Load .org
	LoadOrganya(gMusicTable[no]);

	//Reset position, volume, and then play the song
	ChangeOrganyaVolume(100);
	SetOrganyaPosition(0);
	PlayOrganyaMusic();
	gMusicNo = no;
}

void ReCallMusic()
{
	//Stop old song
	StopOrganyaMusic();

	//Load .org that was playing before
	LoadOrganya(gMusicTable[gOldNo]);

	//Reset position, volume, and then play the song
	SetOrganyaPosition(gOldPos);
	ChangeOrganyaVolume(100);
	PlayOrganyaMusic();
	gMusicNo = gOldNo;
}