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engines/hpl1/penumbra-overture/GameMusicHandler.h
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108
engines/hpl1/penumbra-overture/GameMusicHandler.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_GAME_MUSIC_HANDLER_H
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#define GAME_GAME_MUSIC_HANDLER_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace hpl;
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class cInit;
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class cMapHandler;
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class cGameMusicHandler_GlobalSave;
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class iGameEnemy;
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//----------------------------------------
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class cGameMusic {
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friend class cGameMusicHandler;
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public:
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cGameMusic();
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void Reset();
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private:
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tString msFile;
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bool mbLoop;
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float mfVolume;
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};
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//----------------------------------------
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typedef Hpl1::Std::set<iGameEnemy *> tAttackerSet;
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typedef tAttackerSet::iterator tAttackerSetIt;
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class cGameMusicHandler : public iUpdateable {
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public:
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cGameMusicHandler(cInit *apInit);
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~cGameMusicHandler();
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void OnStart();
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void Update(float afTimeStep);
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void Reset();
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void OnWorldLoad();
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void OnWorldExit();
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void LoadFromGlobal(cGameMusicHandler_GlobalSave *apSave);
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void SaveToGlobal(cGameMusicHandler_GlobalSave *apSave);
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void Play(const tString &asFile, bool abLoop, float afVolume, float afFade, int alPrio);
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void Stop(float afFade, int alPrio);
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void AddAttacker(iGameEnemy *apEntity);
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void RemoveAttacker(iGameEnemy *apEntity);
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bool AttackerExist(iGameEnemy *apEntity);
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private:
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void PlayHighestPriority();
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cInit *mpInit;
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cMusicHandler *mpMusicHandler;
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Common::Array<cGameMusic> mvGameMusic;
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int mlMaxPrio;
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int mlCurrentMaxPrio;
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tAttackerSet m_setAttackers;
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bool mbAttackPlaying;
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float mfAttackPlayCount;
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float mfAttackStopCount;
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bool mbEnemyClosePlaying;
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float mfEnemyCloseCount;
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float mfEnemyGoneCount;
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};
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#endif // GAME_GAME_MUSIC_HANDLER_H
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