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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
- // software: you can redistribute it and/or modify it under the terms of
- // the GNU General Public License as published by the Free Software Foundation,
- // either version 3 of the License, or (at your option) any later version.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/THEME.CPP 3 3/11/97 4:03p Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : THEME.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : August 14, 1994 *
- * *
- * Last Update : August 12, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * ThemeClass::AI -- Process the theme engine and restart songs. *
- * ThemeClass::Base_Name -- Fetches the base filename for the theme specified. *
- * ThemeClass::From_Name -- Determines theme number from specified name. *
- * ThemeClass::Full_Name -- Retrieves the full score name. *
- * ThemeClass::Is_Allowed -- Checks to see if the specified theme is legal. *
- * ThemeClass::Next_Song -- Calculates the next song number to play. *
- * ThemeClass::Play_Song -- Starts the specified song play NOW. *
- * ThemeClass::Queue_Song -- Queues the song to the play queue. *
- * ThemeClass::Scan -- Scans all scores for availability. *
- * ThemeClass::Set_Theme_Data -- Set the theme data for scenario and owner. *
- * ThemeClass::Still_Playing -- Determines if music is still playing. *
- * ThemeClass::Stop -- Stops the current theme from playing. *
- * ThemeClass::ThemeClass -- Default constructor for the theme manager class. *
- * ThemeClass::Theme_File_Name -- Constructs a filename for the specified theme. *
- * ThemeClass::Track_Length -- Calculates the length of the song (in seconds). *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "theme.h"
- #ifndef WIN32
- extern short StreamLowImpact;
- #endif //WIN32
- /*
- ** These are the actual filename list for the theme sample files.
- */
- ThemeClass::ThemeControl ThemeClass::_themes[THEME_COUNT] = {
- {"BIGF226M", TXT_THEME_BIGF, 0, 307, true, false, true, HOUSEF_ALLIES},
- {"CRUS226M", TXT_THEME_CRUS, 0, 222, true, false, true, HOUSEF_SOVIET},
- {"FAC1226M", TXT_THEME_FAC1, 0, 271, true, false, true, HOUSEF_ALLIES},
- {"FAC2226M", TXT_THEME_FAC2, 0, 328, true, false, true, HOUSEF_SOVIET},
- {"HELL226M", TXT_THEME_HELL, 0, 375, true, false, true, HOUSEF_ALLIES},
- {"RUN1226M", TXT_THEME_RUN1, 0, 312, true, false, true, HOUSEF_SOVIET},
- {"SMSH226M", TXT_THEME_SMSH, 0, 272, true, false, true, HOUSEF_ALLIES},
- {"TREN226M", TXT_THEME_TREN, 0, 312, true, false, true, HOUSEF_SOVIET},
- {"WORK226M", TXT_THEME_WORK, 0, 277, true, false, true, HOUSEF_ALLIES},
- {"AWAIT", TXT_THEME_AWAIT, 0, 259, true, false, true, HOUSEF_ALLIES},
- {"DENSE_R", TXT_THEME_DENSE_R, 0, 294, true, false, true, HOUSEF_ALLIES},
- {"FOGGER1A", TXT_THEME_FOGGER1A, 0, 297, true, false, true, HOUSEF_ALLIES},
- {"MUD1A", TXT_THEME_MUD1A, 0, 280, true, false, true, HOUSEF_ALLIES},
- {"RADIO2", TXT_THEME_RADIO2, 0, 237, true, false, true, HOUSEF_ALLIES},
- {"ROLLOUT", TXT_THEME_ROLLOUT, 0, 227, true, false, true, HOUSEF_ALLIES},
- {"SNAKE", TXT_THEME_SNAKE, 0, 277, true, false, true, HOUSEF_ALLIES},
- {"TERMINAT", TXT_THEME_TERMINAT, 0, 310, true, false, true, HOUSEF_ALLIES},
- {"TWIN", TXT_THEME_TWIN, 0, 229, true, false, true, HOUSEF_ALLIES},
- {"VECTOR1A", TXT_THEME_VECTOR1A, 0, 252, true, false, true, HOUSEF_ALLIES},
- {"MAP", TXT_THEME_MAP, 0, 63, false, true, true, HOUSEF_NONE},
- {"SCORE", TXT_THEME_SCORE, 0, 106, false, true, true, HOUSEF_NONE},
- {"INTRO", TXT_THEME_INTRO, 0, 205, false, true, true, HOUSEF_NONE},
- {"CREDITS", TXT_THEME_CREDITS, 0, 163, false, true, true, HOUSEF_NONE},
- {"2ND_HAND", TXT_THEME_2ND_HAND, 0, 268, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"ARAZOID", TXT_THEME_ARAZOID, 0, 257, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- {"BACKSTAB", TXT_THEME_BACKSTAB, 0, 278, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"CHAOS2", TXT_THEME_CHAOS2, 0, 250, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- {"SHUT_IT", TXT_THEME_SHUT_IT, 0, 261, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"TWINMIX1", TXT_THEME_TWINMIX1, 0, 222, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- {"UNDER3", TXT_THEME_UNDER3, 0, 246, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"VR2", TXT_THEME_VR2, 0, 255, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- {"BOG", TXT_THEME_BOG, 0, 212, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"FLOAT_V2", TXT_THEME_FLOAT_V2, 0, 274, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- {"GLOOM", TXT_THEME_GLOOM, 0, 236, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"GRNDWIRE", TXT_THEME_GRNDWIRE, 0, 228, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- {"RPT", TXT_THEME_RPT, 0, 275, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"SEARCH", TXT_THEME_SEARCH, 0, 276, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- {"TRACTION", TXT_THEME_TRACTION, 0, 237, true, false, true, HOUSEF_ALLIES|HOUSEF_SPAIN},
- {"WASTELND", TXT_THEME_WASTELND, 0, 242, true, false, true, HOUSEF_SOVIET|HOUSEF_SPAIN},
- #endif
- };
- /***********************************************************************************************
- * ThemeClass::Base_Name -- Fetches the base filename for the theme specified. *
- * *
- * This routine is used to retrieve a pointer to the base filename for the theme *
- * specified. *
- * *
- * INPUT: theme -- The theme number to convert into a base filename. *
- * *
- * OUTPUT: Returns with a pointer to the base filename for the theme specified. If the *
- * theme number is invalid, then a pointer to "No Theme" is returned instead. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/29/1995 JLB : Created. *
- *=============================================================================================*/
- char const * ThemeClass::Base_Name(ThemeType theme) const
- {
- if (theme != THEME_NONE) {
- return(_themes[theme].Name);
- }
- return("No theme");
- }
- /***********************************************************************************************
- * ThemeClass::ThemeClass -- Default constructor for the theme manager class. *
- * *
- * This is the default constructor for the theme class object. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- *=============================================================================================*/
- ThemeClass::ThemeClass(void) :
- Current(-1),
- Score(THEME_NONE),
- Pending(THEME_NONE)
- {
- }
- /***********************************************************************************************
- * ThemeClass::Full_Name -- Retrieves the full score name. *
- * *
- * This routine will fetch and return with a pointer to the full name of the theme *
- * specified. *
- * *
- * INPUT: theme -- The theme to fetch the full name for. *
- * *
- * OUTPUT: Returns with a pointer to the full name for this score. This pointer may point to *
- * EMS memory. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- *=============================================================================================*/
- char const * ThemeClass::Full_Name(ThemeType theme) const
- {
- if (theme >= THEME_FIRST && theme < THEME_COUNT) {
- return(Text_String(_themes[theme].Fullname));
- }
- return(NULL);
- }
- /***********************************************************************************************
- * ThemeClass::AI -- Process the theme engine and restart songs. *
- * *
- * This is a maintenance function that will restart an appropriate theme if the current one *
- * has finished. This routine should be called frequently. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/08/1994 JLB : Created. *
- * 01/23/1995 JLB : Picks new song just as it is about to play it. *
- *=============================================================================================*/
- void ThemeClass::AI(void)
- {
- if (SampleType && !Debug_Quiet) {
- if (ScoresPresent && Options.ScoreVolume != 0 && !Still_Playing() && Pending != THEME_NONE) {
- /*
- ** If the pending song needs to be picked, then pick it now.
- */
- if (Pending == THEME_PICK_ANOTHER) {
- Pending = Next_Song(Score);
- }
- /*
- ** Start the song playing and then flag it so that a new song will
- ** be picked when this one ends.
- */
- Play_Song(Pending);
- Pending = THEME_PICK_ANOTHER;
- }
- Sound_Callback();
- }
- }
- /***********************************************************************************************
- * ThemeClass::Next_Song -- Calculates the next song number to play. *
- * *
- * use this routine to figure out what song number to play. It examines the option settings *
- * for repeat and shuffle so that it can return the correct value. *
- * *
- * INPUT: theme -- The origin (last) index. The new value is related to this for all but *
- * the shuffling method of play. *
- * *
- * OUTPUT: Returns with the song number for the next song to play. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- * 01/19/1995 JLB : Will not play the same song twice when in shuffle mode. *
- *=============================================================================================*/
- ThemeType ThemeClass::Next_Song(ThemeType theme) const
- {
- if (theme == THEME_NONE || theme == THEME_PICK_ANOTHER || (theme != THEME_QUIET && !_themes[theme].Repeat && !Options.IsScoreRepeat)) {
- if (Options.IsScoreShuffle) {
- /*
- ** Shuffle the theme, but never pick the same theme that was just
- ** playing.
- */
- ThemeType newtheme;
- do {
- newtheme = Sim_Random_Pick(THEME_FIRST, THEME_LAST);
- } while (newtheme == theme || !Is_Allowed(newtheme));
- theme = newtheme;
- } else {
- /*
- ** Sequential score playing.
- */
- do {
- theme++;
- if (theme > THEME_LAST) {
- theme = THEME_FIRST;
- }
- } while (!Is_Allowed(theme));
- }
- }
- return(theme);
- }
- /***********************************************************************************************
- * ThemeClass::Queue_Song -- Queues the song to the play queue. *
- * *
- * This routine will cause the current song to fade and the specified song to start. This *
- * is the normal and friendly method of changing the current song. *
- * *
- * INPUT: theme -- The song to start playing. If -1 is passed in, then just the current song.*
- * is faded. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- *=============================================================================================*/
- void ThemeClass::Queue_Song(ThemeType theme)
- {
- /*
- ** If there is no score file present, then abort.
- */
- if (!ScoresPresent) return;
- /*
- ** If there is no sound driver or sounds have been specifically
- ** turned off, then abort.
- */
- if (SampleType == 0 || Debug_Quiet) return;
- /*
- ** If the current score volumne is set to silent, then there is no need to play the
- ** specified theme.
- */
- if (Options.ScoreVolume == 0) return;
- /*
- ** If the pending theme is available to be set and the specified theme is valid, then
- ** set the queued theme accordingly.
- */
- if (Pending == THEME_NONE || Pending == THEME_PICK_ANOTHER || theme == THEME_NONE || theme == THEME_QUIET) {
- Pending = theme;
- if (Still_Playing()) {
- Fade_Sample(Current, THEME_DELAY);
- }
- }
- }
- /***********************************************************************************************
- * ThemeClass::Play_Song -- Starts the specified song play NOW. *
- * *
- * This routine is used to start the specified theme playing right now. If there is already *
- * a theme playing, it is cut short so that this one may start. *
- * *
- * INPUT: theme -- The theme number to start playing. *
- * *
- * OUTPUT: Returns with the sample play handle. *
- * *
- * WARNINGS: This cuts off any current song in a abrupt manner. Only use this routine when *
- * necessary. *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- *=============================================================================================*/
- int ThemeClass::Play_Song(ThemeType theme)
- {
- if (ScoresPresent && SampleType && !Debug_Quiet && Options.ScoreVolume != 0) {
- Stop();
- Score = theme;
- if (theme != THEME_NONE && theme != THEME_QUIET) {
- //PG StreamLowImpact = true;
- Current = File_Stream_Sample_Vol(Theme_File_Name(theme), 0xFF, true);
- //PG StreamLowImpact = false;
- }
- }
- return(Current);
- }
- /***********************************************************************************************
- * ThemeClass::Theme_File_Name -- Constructs a filename for the specified theme. *
- * *
- * This routine will construct (into a static buffer) a filename that matches the theme *
- * number specified. This constructed filename is returned as a pointer. The filename will *
- * remain valid until the next call to this routine. *
- * *
- * INPUT: theme -- The theme number to convert to a filename. *
- * *
- * OUTPUT: Returns with a pointer to the constructed filename for the specified theme number. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- * 05/09/1995 JLB : Theme variation support. *
- *=============================================================================================*/
- char const * ThemeClass::Theme_File_Name(ThemeType theme)
- {
- static char name[_MAX_FNAME+_MAX_EXT];
- if (theme >= THEME_FIRST && theme < THEME_COUNT) {
- _makepath(name, NULL, NULL, _themes[theme].Name, ".AUD");
- return((char const *)(&name[0]));
- }
- return("");
- }
- /***********************************************************************************************
- * ThemeClass::Track_Length -- Calculates the length of the song (in seconds). *
- * *
- * Use this routine to calculate the length of the song. The length is determined by *
- * reading the header of the song and dividing the sample rate into the sample length. *
- * *
- * INPUT: theme -- The song number to examine to find its length. *
- * *
- * OUTPUT: Returns with the length of the specified theme. This length is in the form of *
- * seconds. *
- * *
- * WARNINGS: This routine goes to disk to fetch this information. Don't call frivolously. *
- * *
- * HISTORY: *
- * 01/16/1995 JLB : Created. *
- *=============================================================================================*/
- int ThemeClass::Track_Length(ThemeType theme) const
- {
- if ((unsigned)theme < THEME_COUNT) {
- return(_themes[theme].Duration);
- }
- return(0);
- }
- /***********************************************************************************************
- * ThemeClass::Stop -- Stops the current theme from playing. *
- * *
- * Use this routine to stop the current theme. After this routine is called, no more music *
- * will play until the Start() function is called. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/08/1994 JLB : Created. *
- *=============================================================================================*/
- void ThemeClass::Stop(void)
- {
- if (ScoresPresent && SampleType && !Debug_Quiet && Current != -1) {
- Stop_Sample(Current);
- Current = -1;
- Score = THEME_NONE;
- Pending = THEME_NONE;
- }
- }
- void ThemeClass::Suspend(void)
- {
- if (ScoresPresent && SampleType && !Debug_Quiet && Current != -1) {
- Stop_Sample(Current);
- Current = -1;
- Pending = Score;
- Score = THEME_NONE;
- }
- }
- /***********************************************************************************************
- * ThemeClass::Still_Playing -- Determines if music is still playing. *
- * *
- * Use this routine to determine if music is still playing. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: bool; Is the music still audible? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/20/1994 JLB : Created. *
- *=============================================================================================*/
- int ThemeClass::Still_Playing(void) const
- {
- if (ScoresPresent && SampleType && Current != -1 && !Debug_Quiet) {
- return(Sample_Status(Current));
- }
- return(false);
- }
- /***********************************************************************************************
- * ThemeClass::Is_Allowed -- Checks to see if the specified theme is legal. *
- * *
- * Use this routine to determine if a theme is allowed to be played. A theme is not allowed *
- * if the scenario is too early for that score, or the score only is allowed in special *
- * cases. *
- * *
- * INPUT: index -- The score the check to see if it is allowed to play. *
- * *
- * OUTPUT: Is the specified score allowed to play in the normal score playlist? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/09/1995 JLB : Created. *
- * 07/04/1996 JLB : Handles alternate playlist checking. *
- *=============================================================================================*/
- bool ThemeClass::Is_Allowed(ThemeType index) const
- {
- if ((unsigned)index >= THEME_COUNT) return(true);
- /*
- ** If the theme is not present, then it certainly isn't allowed.
- */
- if (!_themes[index].Available) return(false);
- /*
- ** Only normal themes (playable during battle) are considered allowed.
- */
- if (!_themes[index].Normal) return(false);
- /*
- ** If the theme is not allowed to be played by the player's house, then don't allow
- ** it. If the player's house hasn't yet been determined, then presume this test
- ** passes.
- */
- if (PlayerPtr != NULL && ((1 << PlayerPtr->ActLike) & _themes[index].Owner) == 0) return(false);
- /*
- ** If the scenario doesn't allow this theme yet, then return the failure flag. The
- ** scenario check only makes sense for solo play.
- */
- if (Session.Type == GAME_NORMAL && Scen.Scenario < _themes[index].Scenario) return(false);
- /*
- ** Since all tests passed, return with the "is allowed" flag.
- */
- return(true);
- }
- /***********************************************************************************************
- * ThemeClass::From_Name -- Determines theme number from specified name. *
- * *
- * Use this routine to convert a name (either the base filename of the theme, or a partial *
- * substring of the full name) into the matching ThemeType value. Typical use of this is *
- * when parsing the INI file for theme control values. *
- * *
- * INPUT: name -- Pointer to base filename of theme or a partial substring of the full *
- * theme name. *
- * *
- * OUTPUT: Returns with the matching theme number. If no match could be found, then *
- * THEME_NONE is returned. *
- * *
- * WARNINGS: If a filename is specified the comparison is case insensitive. When scanning *
- * the full theme name, the comparison is case sensitive. *
- * *
- * HISTORY: *
- * 05/29/1995 JLB : Created. *
- *=============================================================================================*/
- ThemeType ThemeClass::From_Name(char const * name) const
- {
- if (name && strlen(name) > 0) {
- /*
- ** First search for an exact name match with the filename
- ** of the theme. This is guaranteed to be unique.
- */
- for (ThemeType theme = THEME_FIRST; theme < THEME_COUNT; theme++) {
- if (stricmp(_themes[theme].Name, name) == 0) {
- return(theme);
- }
- }
- /*
- ** If the filename scan failed to find a match, then scan for
- ** a substring within the full name of the score. This might
- ** yield a match, but is not guaranteed to be unique.
- */
- for (ThemeType theme = THEME_FIRST; theme < THEME_COUNT; theme++) {
- if (strstr(Text_String(_themes[theme].Fullname), name) != NULL) {
- return(theme);
- }
- }
- }
- return(THEME_NONE);
- }
- /***********************************************************************************************
- * ThemeClass::Scan -- Scans all scores for availability. *
- * *
- * This routine should be called whenever a score mixfile is registered. It will scan *
- * to see if any score is unavailable. If this is the case, then the score will be so *
- * flagged in order not to appear on the play list. This condition is likely to occur *
- * when expansion mission disks contain a different score mix than the release version. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/04/1996 JLB : Created. *
- *=============================================================================================*/
- void ThemeClass::Scan(void)
- {
- for (ThemeType theme = THEME_FIRST; theme < THEME_COUNT; theme++) {
- _themes[theme].Available = CCFileClass(Theme_File_Name(theme)).Is_Available();
- }
- }
- /***********************************************************************************************
- * ThemeClass::Set_Theme_Data -- Set the theme data for scenario and owner. *
- * *
- * This is an override function used to set a particular theme's initial scenario and *
- * owner values. Typically, the rules control file will be the source of calling this *
- * routine. *
- * *
- * INPUT: theme -- The theme to set these override values for. *
- * *
- * scenario -- The first scenario when this theme becomes available on the play list. *
- * *
- * owners -- A bitfield representing the owners allowed to play this song. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/12/1996 JLB : Created. *
- *=============================================================================================*/
- void ThemeClass::Set_Theme_Data(ThemeType theme, int scenario, int owners)
- {
- if (theme != THEME_NONE) {
- _themes[theme].Normal = true;
- _themes[theme].Scenario = scenario;
- _themes[theme].Owner = owners;
- }
- }
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