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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_SOUND_H
#define TITANIC_SOUND_H
#include "titanic/support/simple_file.h"
#include "titanic/support/proximity.h"
#include "titanic/sound/sound_manager.h"
#include "titanic/core/list.h"
#include "titanic/core/view_item.h"
#include "titanic/true_talk/dialogue_file.h"
namespace Titanic {
class CGameManager;
class CSoundItem : public ListItem {
public:
CString _name;
int _soundHandle;
int _field1C;
int _field20;
int _field24;
int _field28;
public:
CSoundItem() : ListItem(), _soundHandle(0), _field1C(0),
_field20(0), _field24(0), _field28(0) {}
CSoundItem(const CString &name) : ListItem(), _name(name),
_soundHandle(0), _field1C(0), _field20(0), _field24(0), _field28(0) {}
int fn1();
};
class CSoundItemList : public List<CSoundItem> {
};
class CSound {
private:
CGameManager *_gameManager;
CSoundItemList _sounds;
private:
/**
* Check whether any sounds are done and can be be removed
*/
void checkSounds();
/**
* Removes the oldest sound from the sounds list that isn't
* currently playing
*/
void removeOldest();
public:
QSoundManager _soundManager;
public:
CSound(CGameManager *owner);
/**
* Save the data for the class to file
*/
void save(SimpleFile *file) const;
/**
* Load the data for the class from file
*/
void load(SimpleFile *file);
/**
* Called when a game is about to be loaded
*/
void preLoad();
/**
* Called when loading a game is complete
*/
void postLoad() { _soundManager.postLoad(); }
/**
* Called when a game is about to be saved
*/
void preSave() { _soundManager.preSave(); }
/**
* Called when a game has finished being saved
*/
void postSave() { _soundManager.postSave(); }
/**
* Called when the view has been changed
*/
void preEnterView(CViewItem *newView, bool isNewRoom);
/**
* Load a sound
* @param name Name of sound resource
* @returns Sound handle Id
*/
uint loadSound(const CString &name);
bool fn1(int val);
void fn2(int handle);
void fn3(int handle, int val2, int val3);
/**
* Play a speech
*/
int playSpeech(CDialogueFile *dialogueFile, int speechId, const CProximity &prox);
void managerProc8(int v) { _soundManager.proc8(v); }
CSoundItem *getTrueTalkSound(CDialogueFile *dialogueFile, int index);
};
} // End of namespace Titanic
#endif /* TITANIC_SOUND_H */
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