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