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Diffstat (limited to 'engines/titanic/game/computer.cpp')
-rw-r--r--engines/titanic/game/computer.cpp73
1 files changed, 69 insertions, 4 deletions
diff --git a/engines/titanic/game/computer.cpp b/engines/titanic/game/computer.cpp
index a28292184e..2b0f7767fb 100644
--- a/engines/titanic/game/computer.cpp
+++ b/engines/titanic/game/computer.cpp
@@ -24,18 +24,83 @@
namespace Titanic {
+BEGIN_MESSAGE_MAP(CComputer, CBackground)
+ ON_MESSAGE(ActMsg)
+ ON_MESSAGE(MouseButtonDownMsg)
+ ON_MESSAGE(MovieEndMsg)
+END_MESSAGE_MAP()
+
void CComputer::save(SimpleFile *file, int indent) const {
file->writeNumberLine(1, indent);
- file->writeQuotedLine(_string3, indent);
- file->writeNumberLine(_fieldEC, indent);
+ file->writeQuotedLine(_currentCD, indent);
+ file->writeNumberLine(_state, indent);
CBackground::save(file, indent);
}
void CComputer::load(SimpleFile *file) {
file->readNumber();
- _string3 = file->readString();
- _fieldEC = file->readNumber();
+ _currentCD = file->readString();
+ _state = file->readNumber();
CBackground::load(file);
}
+bool CComputer::ActMsg(CActMsg *msg) {
+ if (_state) {
+ soundProximity("a#35.wav", 100, 0, 0);
+ fn1(32, 42, 0);
+
+ if (msg->_action == "CD1")
+ fn1(43, 49, 0);
+ else if (msg->_action == "CD2")
+ fn1(50, 79, 0);
+ else if (msg->_action == "STCD")
+ fn1(80, 90, 4);
+
+ _currentCD = msg->_action;
+ _state = 0;
+ }
+
+ return true;
+}
+
+bool CComputer::MouseButtonDownMsg(CMouseButtonDownMsg *msg) {
+ if (_currentCD == "None") {
+ if (_state) {
+ soundProximity("a#35.wav", 100, 0, 0);
+ fn1(11, 21, 0);
+ _state = 0;
+ } else {
+ soundProximity("a#34.wav", 100, 0, 0);
+ fn1(0, 10, 0);
+ _state = 1;
+ }
+ } else {
+ if (_state) {
+ loadFrame(11);
+ CActMsg actMsg("EjectCD");
+ actMsg.execute(_currentCD);
+ _currentCD = "None";
+ } else {
+ soundProximity("a#34.wav", 100, 0, 0);
+ fn1(21, 31, 0);
+ _state = 1;
+ }
+ }
+
+ return true;
+}
+
+bool CComputer::MovieEndMsg(CMovieEndMsg *msg) {
+ if (msg->_value2 == 90) {
+ soundProximity("a#32.wav", 100, 0, 0);
+ soundProximity("a#33.wav", 100, 0, 0);
+ soundProximity("a#31.wav", 100, 0, 0);
+ soundProximity("a#0.wav", 100, 0, 0);
+
+ gotoView("Home.Node 4.E", "_TRACK,3,e-cu,4,E");
+ }
+
+ return true;
+}
+
} // End of namespace Titanic