1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "titanic/game/fan_noises.h"
24 #include "titanic/core/room_item.h"
25 #include "titanic/translation.h"
26
27 namespace Titanic {
28
BEGIN_MESSAGE_MAP(CFanNoises,CGameObject)29 BEGIN_MESSAGE_MAP(CFanNoises, CGameObject)
30 ON_MESSAGE(EnterRoomMsg)
31 ON_MESSAGE(LeaveRoomMsg)
32 ON_MESSAGE(StatusChangeMsg)
33 ON_MESSAGE(SetVolumeMsg)
34 ON_MESSAGE(LoadSuccessMsg)
35 END_MESSAGE_MAP()
36
37 CFanNoises::CFanNoises() : CGameObject(), _state(-1),
38 _soundHandle(0), _soundPercent(70), _soundBalance(0), _soundSeconds(0),
39 _stopSeconds(0), _startFlag(true) {
40 }
41
save(SimpleFile * file,int indent)42 void CFanNoises::save(SimpleFile *file, int indent) {
43 file->writeNumberLine(1, indent);
44 file->writeNumberLine(_state, indent);
45 file->writeNumberLine(_soundHandle, indent);
46 file->writeNumberLine(_soundPercent, indent);
47 file->writeNumberLine(_soundBalance, indent);
48 file->writeNumberLine(_soundSeconds, indent);
49 file->writeNumberLine(_stopSeconds, indent);
50 file->writeNumberLine(_startFlag, indent);
51
52 CGameObject::save(file, indent);
53 }
54
load(SimpleFile * file)55 void CFanNoises::load(SimpleFile *file) {
56 file->readNumber();
57 _state = file->readNumber();
58 _soundHandle = file->readNumber();
59 _soundPercent = file->readNumber();
60 _soundBalance = file->readNumber();
61 _soundSeconds = file->readNumber();
62 _stopSeconds = file->readNumber();
63 _startFlag = file->readNumber();
64
65 CGameObject::load(file);
66 }
67
EnterRoomMsg(CEnterRoomMsg * msg)68 bool CFanNoises::EnterRoomMsg(CEnterRoomMsg *msg) {
69 if (getParent() == msg->_newRoom) {
70 if (_soundHandle != -1) {
71 if (isSoundActive(_soundHandle))
72 stopSound(_soundHandle, _stopSeconds);
73 _soundHandle = -1;
74 _startFlag = false;
75 }
76
77 switch (_state) {
78 case 1:
79 _soundHandle = playSound(TRANSLATE("b#60.wav", "b#40.wav"), 0, _soundBalance, true);
80 setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
81 _startFlag = true;
82 break;
83 case 2:
84 _soundHandle = playSound(TRANSLATE("b#58.wav", "b#38.wav"), 0, _soundBalance, true);
85 setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
86 _startFlag = true;
87 break;
88 default:
89 break;
90 }
91 }
92
93 return true;
94 }
95
LeaveRoomMsg(CLeaveRoomMsg * msg)96 bool CFanNoises::LeaveRoomMsg(CLeaveRoomMsg *msg) {
97 if (getParent() == msg->_oldRoom && _soundHandle != -1) {
98 if (isSoundActive(_soundHandle))
99 stopSound(_soundHandle, _stopSeconds);
100
101 _soundHandle = -1;
102 _startFlag = false;
103 }
104
105 return true;
106 }
107
StatusChangeMsg(CStatusChangeMsg * msg)108 bool CFanNoises::StatusChangeMsg(CStatusChangeMsg *msg) {
109 if (msg->_newStatus >= -1 && msg->_newStatus <= 2) {
110 int oldState = _state;
111 _state = msg->_newStatus;
112
113 switch (msg->_newStatus) {
114 case -1:
115 case 0:
116 if (_soundHandle != -1) {
117 if (isSoundActive(_soundHandle))
118 stopSound(_soundHandle, 1);
119 _soundHandle = -1;
120 _startFlag = false;
121 }
122
123 switch (oldState) {
124 case 1:
125 case 2:
126 playSound(TRANSLATE("b#59.wav", "b#39.wav"), _soundPercent, _soundBalance);
127 break;
128 default:
129 break;
130 }
131 break;
132
133 case 1:
134 if (_soundHandle != -1) {
135 if (isSoundActive(_soundHandle))
136 stopSound(_soundHandle, 1);
137 _soundHandle = -1;
138 _startFlag = false;
139 }
140
141 switch (oldState) {
142 case 0:
143 case 2:
144 _soundHandle = playSound(TRANSLATE("b#60.wav", "b#40.wav"), _soundPercent, _soundBalance, true);
145 _startFlag = true;
146 break;
147 default:
148 break;
149 }
150 break;
151
152 case 2:
153 if (_soundHandle != -1) {
154 if (isSoundActive(_soundHandle))
155 stopSound(_soundHandle, 1);
156 _soundHandle = -1;
157 _startFlag = false;
158 }
159
160 if (oldState == 1) {
161 _soundHandle = playSound(TRANSLATE("b#58.wav", "b#38.wav"), _soundPercent, _soundBalance, true);
162 _startFlag = true;
163 }
164 break;
165
166 default:
167 break;
168 }
169 }
170
171 return true;
172 }
173
SetVolumeMsg(CSetVolumeMsg * msg)174 bool CFanNoises::SetVolumeMsg(CSetVolumeMsg *msg) {
175 _soundPercent = msg->_volume;
176
177 if (_soundHandle != -1 && isSoundActive(_soundHandle))
178 setSoundVolume(_soundHandle, _soundPercent, msg->_secondsTransition);
179
180 return true;
181 }
182
LoadSuccessMsg(CLoadSuccessMsg * msg)183 bool CFanNoises::LoadSuccessMsg(CLoadSuccessMsg *msg) {
184 if (_startFlag) {
185 _startFlag = false;
186 _soundHandle = -1;
187
188 switch (_state) {
189 case 1:
190 playSound(TRANSLATE("b#60.wav", "b#40.wav"), 0, _soundBalance, true);
191 setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
192 _startFlag = true;
193 break;
194
195 case 2:
196 playSound(TRANSLATE("b#58.wav", "b#38.wav"), 0, _soundBalance, true);
197 setSoundVolume(_soundHandle, _soundPercent, _soundSeconds);
198 _startFlag = true;
199 break;
200
201 default:
202 break;
203 }
204 }
205
206 return true;
207 }
208
209 } // End of namespace Titanic
210