mirror of
https://github.com/libretro/scummvm.git
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210 lines
5.2 KiB
C++
210 lines
5.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/game/fan_noises.h"
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#include "titanic/core/room_item.h"
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#include "titanic/translation.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CFanNoises, CGameObject)
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ON_MESSAGE(EnterRoomMsg)
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ON_MESSAGE(LeaveRoomMsg)
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ON_MESSAGE(StatusChangeMsg)
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ON_MESSAGE(SetVolumeMsg)
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ON_MESSAGE(LoadSuccessMsg)
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END_MESSAGE_MAP()
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CFanNoises::CFanNoises() : CGameObject(), _state(-1),
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_soundHandle(0), _soundPercent(70), _soundBalance(0), _soundSeconds(0),
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_stopSeconds(0), _startFlag(true) {
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}
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void CFanNoises::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_state, indent);
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file->writeNumberLine(_soundHandle, indent);
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file->writeNumberLine(_soundPercent, indent);
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file->writeNumberLine(_soundBalance, indent);
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file->writeNumberLine(_soundSeconds, indent);
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file->writeNumberLine(_stopSeconds, indent);
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file->writeNumberLine(_startFlag, indent);
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CGameObject::save(file, indent);
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}
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void CFanNoises::load(SimpleFile *file) {
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file->readNumber();
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_state = file->readNumber();
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_soundHandle = file->readNumber();
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_soundPercent = file->readNumber();
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_soundBalance = file->readNumber();
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_soundSeconds = file->readNumber();
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_stopSeconds = file->readNumber();
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_startFlag = file->readNumber();
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CGameObject::load(file);
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}
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bool CFanNoises::EnterRoomMsg(CEnterRoomMsg *msg) {
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if (getParent() == msg->_newRoom) {
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if (_soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, _stopSeconds);
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_soundHandle = -1;
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_startFlag = false;
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}
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switch (_state) {
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case 1:
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_soundHandle = playSound(TRANSLATE("b#60.wav", "b#40.wav"), 0, _soundBalance, true);
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setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
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_startFlag = true;
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break;
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case 2:
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_soundHandle = playSound(TRANSLATE("b#58.wav", "b#38.wav"), 0, _soundBalance, true);
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setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
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_startFlag = true;
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break;
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default:
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break;
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}
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}
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return true;
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}
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bool CFanNoises::LeaveRoomMsg(CLeaveRoomMsg *msg) {
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if (getParent() == msg->_oldRoom && _soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, _stopSeconds);
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_soundHandle = -1;
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_startFlag = false;
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}
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return true;
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}
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bool CFanNoises::StatusChangeMsg(CStatusChangeMsg *msg) {
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if (msg->_newStatus >= -1 && msg->_newStatus <= 2) {
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int oldState = _state;
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_state = msg->_newStatus;
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switch (msg->_newStatus) {
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case -1:
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case 0:
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if (_soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, 1);
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_soundHandle = -1;
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_startFlag = false;
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}
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switch (oldState) {
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case 1:
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case 2:
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playSound(TRANSLATE("b#59.wav", "b#39.wav"), _soundPercent, _soundBalance);
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break;
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default:
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break;
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}
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break;
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case 1:
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if (_soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, 1);
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_soundHandle = -1;
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_startFlag = false;
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}
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switch (oldState) {
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case 0:
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case 2:
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_soundHandle = playSound(TRANSLATE("b#60.wav", "b#40.wav"), _soundPercent, _soundBalance, true);
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_startFlag = true;
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break;
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default:
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break;
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}
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break;
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case 2:
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if (_soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, 1);
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_soundHandle = -1;
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_startFlag = false;
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}
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if (oldState == 1) {
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_soundHandle = playSound(TRANSLATE("b#58.wav", "b#38.wav"), _soundPercent, _soundBalance, true);
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_startFlag = true;
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}
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break;
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default:
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break;
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}
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}
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return true;
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}
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bool CFanNoises::SetVolumeMsg(CSetVolumeMsg *msg) {
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_soundPercent = msg->_volume;
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if (_soundHandle != -1 && isSoundActive(_soundHandle))
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setSoundVolume(_soundHandle, _soundPercent, msg->_secondsTransition);
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return true;
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}
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bool CFanNoises::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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if (_startFlag) {
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_startFlag = false;
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_soundHandle = -1;
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switch (_state) {
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case 1:
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playSound(TRANSLATE("b#60.wav", "b#40.wav"), 0, _soundBalance, true);
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setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
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_startFlag = true;
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break;
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case 2:
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playSound(TRANSLATE("b#58.wav", "b#38.wav"), 0, _soundBalance, true);
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setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
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_startFlag = true;
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break;
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default:
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break;
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}
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}
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return true;
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}
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} // End of namespace Titanic
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