THEME.H (4222B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/THEME.H 1 3/03/97 10:26a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : THEME.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : August 14, 1994 * 28 * * 29 * Last Update : August 14, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef THEME_H 36 #define THEME_H 37 38 class ThemeClass 39 { 40 private: 41 static char const * Theme_File_Name(ThemeType theme); 42 43 int Current; // Handle to current score. 44 ThemeType Score; // Score number currently being played. 45 ThemeType Pending; // Score to play next. 46 47 typedef struct { 48 char const * Name; // Filename of score. 49 int Fullname; // Text number for full score name. 50 int Scenario; // Scenario when it first becomes available. 51 int Duration; // Duration of theme in seconds. 52 bool Normal; // Allowed in normal game play? 53 bool Repeat; // Always repeat this score? 54 bool Available; // Is the score available? 55 int Owner; // What houses are allowed to play this theme (bit field)? 56 } ThemeControl; 57 58 static ThemeControl _themes[THEME_COUNT]; 59 60 enum { 61 THEME_DELAY=TIMER_SECOND 62 }; 63 64 public: 65 ThemeClass(void); 66 67 ThemeType From_Name(char const * name) const; 68 ThemeType Next_Song(ThemeType index) const; 69 ThemeType What_Is_Playing(void) const {return Score;} 70 bool Is_Allowed(ThemeType index) const; 71 bool Is_Regular(ThemeType theme) const {return(theme != THEME_NONE && _themes[theme].Normal);} 72 char const * Base_Name(ThemeType index) const; 73 char const * Full_Name(ThemeType index) const; 74 int Max_Themes(void) const {return THEME_COUNT;} 75 int Play_Song(ThemeType index); 76 int Still_Playing(void) const; 77 int Track_Length(ThemeType index) const; 78 static void Scan(void); 79 void AI(void); 80 void Fade_Out(void) {Queue_Song(THEME_QUIET);} 81 void Queue_Song(ThemeType index); 82 void Set_Theme_Data(ThemeType theme, int scenario, int owners); 83 void Stop(void); 84 void Suspend(void); 85 }; 86 87 #endif