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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef TITANIC_MUSIC_ROOM_H
#define TITANIC_MUSIC_ROOM_H
#include "common/array.h"
#include "titanic/sound/music_handler.h"
namespace Titanic {
class CGameManager;
class CSound;
class CMusicRoom {
struct Entry {
uint _val1;
uint _val2;
uint _val3;
uint _val4;
uint _val5;
Entry() : _val1(0), _val2(0), _val3(0), _val4(0), _val5(0) {}
};
private:
Common::Array<Entry> _items;
public:
static CMusicHandler *_musicHandler;
public:
CGameManager *_gameManager;
CSound *_sound;
public:
CMusicRoom(CGameManager *owner);
~CMusicRoom();
/**
* Creates a music handler
*/
CMusicHandler *createMusicHandler();
/**
* Destroys and currently active music handler
*/
void destroyMusicHandler();
void setItem1(int index, int val) { _items[index]._val1 = val; }
void setItem2(int index, int val) { _items[index]._val2 = val; }
void setItem3(int index, int val) { _items[index]._val3 = val; }
void setItem4(int index, int val) { _items[index]._val4 = val; }
void setItem5(int index, int val) { _items[index]._val5 = val; }
/**
* Start playing a given music number
*/
void startMusic(int musicId);
/**
* Stop playing music
*/
void stopMusic();
};
} // End of namespace Titanic
#endif /* TITANIC_MUSIC_ROOM_H */
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