scummvm/engines/titanic/game/fan_noises.cpp
2017-09-20 22:33:18 -04:00

210 lines
5.2 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 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.
*
*/
#include "titanic/game/fan_noises.h"
#include "titanic/core/room_item.h"
#include "titanic/translation.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CFanNoises, CGameObject)
ON_MESSAGE(EnterRoomMsg)
ON_MESSAGE(LeaveRoomMsg)
ON_MESSAGE(StatusChangeMsg)
ON_MESSAGE(SetVolumeMsg)
ON_MESSAGE(LoadSuccessMsg)
END_MESSAGE_MAP()
CFanNoises::CFanNoises() : CGameObject(), _state(-1),
_soundHandle(0), _soundPercent(70), _soundBalance(0), _soundSeconds(0),
_stopSeconds(0), _startFlag(true) {
}
void CFanNoises::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeNumberLine(_state, indent);
file->writeNumberLine(_soundHandle, indent);
file->writeNumberLine(_soundPercent, indent);
file->writeNumberLine(_soundBalance, indent);
file->writeNumberLine(_soundSeconds, indent);
file->writeNumberLine(_stopSeconds, indent);
file->writeNumberLine(_startFlag, indent);
CGameObject::save(file, indent);
}
void CFanNoises::load(SimpleFile *file) {
file->readNumber();
_state = file->readNumber();
_soundHandle = file->readNumber();
_soundPercent = file->readNumber();
_soundBalance = file->readNumber();
_soundSeconds = file->readNumber();
_stopSeconds = file->readNumber();
_startFlag = file->readNumber();
CGameObject::load(file);
}
bool CFanNoises::EnterRoomMsg(CEnterRoomMsg *msg) {
if (getParent() == msg->_newRoom) {
if (_soundHandle != -1) {
if (isSoundActive(_soundHandle))
stopSound(_soundHandle, _stopSeconds);
_soundHandle = -1;
_startFlag = false;
}
switch (_state) {
case 1:
_soundHandle = playSound(TRANSLATE("b#60.wav", "b#40.wav"), 0, _soundBalance, true);
setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
_startFlag = true;
break;
case 2:
_soundHandle = playSound(TRANSLATE("b#58.wav", "b#38.wav"), 0, _soundBalance, true);
setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
_startFlag = true;
break;
default:
break;
}
}
return true;
}
bool CFanNoises::LeaveRoomMsg(CLeaveRoomMsg *msg) {
if (getParent() == msg->_oldRoom && _soundHandle != -1) {
if (isSoundActive(_soundHandle))
stopSound(_soundHandle, _stopSeconds);
_soundHandle = -1;
_startFlag = false;
}
return true;
}
bool CFanNoises::StatusChangeMsg(CStatusChangeMsg *msg) {
if (msg->_newStatus >= -1 && msg->_newStatus <= 2) {
int oldState = _state;
_state = msg->_newStatus;
switch (msg->_newStatus) {
case -1:
case 0:
if (_soundHandle != -1) {
if (isSoundActive(_soundHandle))
stopSound(_soundHandle, 1);
_soundHandle = -1;
_startFlag = false;
}
switch (oldState) {
case 1:
case 2:
playSound(TRANSLATE("b#59.wav", "b#39.wav"), _soundPercent, _soundBalance);
break;
default:
break;
}
break;
case 1:
if (_soundHandle != -1) {
if (isSoundActive(_soundHandle))
stopSound(_soundHandle, 1);
_soundHandle = -1;
_startFlag = false;
}
switch (oldState) {
case 0:
case 2:
_soundHandle = playSound(TRANSLATE("b#60.wav", "b#40.wav"), _soundPercent, _soundBalance, true);
_startFlag = true;
break;
default:
break;
}
break;
case 2:
if (_soundHandle != -1) {
if (isSoundActive(_soundHandle))
stopSound(_soundHandle, 1);
_soundHandle = -1;
_startFlag = false;
}
if (oldState == 1) {
_soundHandle = playSound(TRANSLATE("b#58.wav", "b#38.wav"), _soundPercent, _soundBalance, true);
_startFlag = true;
}
break;
default:
break;
}
}
return true;
}
bool CFanNoises::SetVolumeMsg(CSetVolumeMsg *msg) {
_soundPercent = msg->_volume;
if (_soundHandle != -1 && isSoundActive(_soundHandle))
setSoundVolume(_soundHandle, _soundPercent, msg->_secondsTransition);
return true;
}
bool CFanNoises::LoadSuccessMsg(CLoadSuccessMsg *msg) {
if (_startFlag) {
_startFlag = false;
_soundHandle = -1;
switch (_state) {
case 1:
playSound(TRANSLATE("b#60.wav", "b#40.wav"), 0, _soundBalance, true);
setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
_startFlag = true;
break;
case 2:
playSound(TRANSLATE("b#58.wav", "b#38.wav"), 0, _soundBalance, true);
setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
_startFlag = true;
break;
default:
break;
}
}
return true;
}
} // End of namespace Titanic