scummvm/engines/saga2/beegee.h
2021-12-26 18:48:43 +01:00

133 lines
2.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_BEEGEE_H
#define SAGA2_BEEGEE_H
#include "saga2/objproto.h"
namespace Saga2 {
enum {
kNoEnemy = -1,
kAuxThemes = 2,
kMaxThemes = 16
};
/* ===================================================================== *
Types
* ===================================================================== */
//-----------------------------------------------------------------------
// Music selection brain
struct AuxAudioTheme {
bool active;
Location l;
uint32 loopID;
AuxAudioTheme() {
active = false;
loopID = 0;
l = Nowhere;
}
};
class Deejay {
private:
int _enemy;
bool _aggr;
bool _day;
bool _ugd;
bool _susp;
int _current;
int _currentID;
public:
uint32 _currentTheme;
uint32 _auxTheme;
Point32 _themeAt;
int32 _lastGameTime;
int32 _elapsedGameTime;
int32 _pct;
bool _playingExternalLoop;
int _activeFactions[kMaxFactions];
AuxAudioTheme _aats[kAuxThemes];
Deejay() {
_enemy = -1;
_aggr = false;
_day = true;
_susp = false;
_ugd = false;
_current = 0;
_currentID = 0;
_currentTheme = 0;
_auxTheme = 0;
_lastGameTime = 0;
_elapsedGameTime = 0;
_pct = 0;
_playingExternalLoop = false;
memset(_activeFactions, 0, sizeof(_activeFactions));
}
~Deejay() {}
private:
void select();
public:
void setEnemy(int16 enemyType = -1) {
_enemy = enemyType;
select();
}
void setAggression(bool aggressive) {
_aggr = aggressive;
select();
}
void setDaytime(bool daytime) {
_day = daytime;
select();
}
void setSuspend(bool suspended) {
_susp = suspended;
select();
}
void setWorld(bool underground) {
_ugd = underground;
select();
}
};
} // end of namespace Saga2
#endif