/* 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/computer_screen.h" #include "titanic/messages/messages.h" #include "titanic/translation.h" namespace Titanic { BEGIN_MESSAGE_MAP(CComputerScreen, CGameObject) ON_MESSAGE(ActMsg) ON_MESSAGE(MovieEndMsg) ON_MESSAGE(EnterViewMsg) ON_MESSAGE(TimerMsg) ON_MESSAGE(MovementMsg) END_MESSAGE_MAP() CComputerScreen::CComputerScreen() : CGameObject() { } void CComputerScreen::save(SimpleFile *file, int indent) { file->writeNumberLine(1, indent); CGameObject::save(file, indent); } void CComputerScreen::load(SimpleFile *file) { file->readNumber(); CGameObject::load(file); } bool CComputerScreen::ActMsg(CActMsg *msg) { if (msg->_action == "newCD1" || msg->_action == "newCD2") { playMovie(27, 53, MOVIE_WAIT_FOR_FINISH); playMovie(19, 26, MOVIE_WAIT_FOR_FINISH); } else if (msg->_action == "newSTCD") { playMovie(0, 18, MOVIE_WAIT_FOR_FINISH | MOVIE_NOTIFY_OBJECT); } return true; } bool CComputerScreen::MovieEndMsg(CMovieEndMsg *msg) { playSound(TRANSLATE("z#47.wav", "z#578.wav")); addTimer(0, 3000, 0); for (int idx = 0; idx < 10; ++idx) playMovie(0, 18, 0); return true; } bool CComputerScreen::EnterViewMsg(CEnterViewMsg *msg) { loadFrame(26); // WORKAROUND: The original game leaves in a debug link that // allows skipping of Doorbot arrival sequence. Disable it static_cast(getParent()->findByName("_TRACK,3,e-cu,4,E"))->_bounds.clear(); return true; } bool CComputerScreen::MovementMsg(CMovementMsg *msg) { if (msg->_movement != MOVE_BACKWARDS) return true; msg->_posToUse = Common::Point(320, 50); return false; } bool CComputerScreen::TimerMsg(CTimerMsg *msg) { int handle; switch (msg->_actionVal) { case 0: if (g_language == Common::DE_DEU) { loadSound("a#27.wav"); loadSound("a#26.wav"); loadSound("a#28.wav"); loadSound("a#25.wav"); loadSound("a#24.wav"); playSound("a#20.wav"); } else { loadSound("a#32.wav"); loadSound("a#31.wav"); loadSound("a#33.wav"); loadSound("a#30.wav"); loadSound("a#29.wav"); playSound("a#25.wav"); } addTimer(1, 2000, 0); break; case 1: playMovie(23, 26, MOVIE_STOP_PREVIOUS); playSound(TRANSLATE("a#32.wav", "a#27.wav")); playSound(TRANSLATE("a#31.wav", "a#26.wav")); addTimer(2, 2000, 0); break; case 2: { CChangeMusicMsg musicMsg(CString(), MUSIC_STOP); musicMsg.execute("HomeMusicPlayer"); playSound(TRANSLATE("a#33.wav", "a#28.wav")); playSound(TRANSLATE("a#31.wav", "a#26.wav")); changeView("Home.Node 4.E", ""); playClip(51, 150); playSound(TRANSLATE("a#31.wav", "a#26.wav")); playClip(151, 200); handle = playSound(TRANSLATE("a#27.wav", "a#22.wav")); playClip(200, 306); playSound(TRANSLATE("a#30.wav", "a#25.wav")); stopSound(handle, 0); playClip(306, 338); handle = playSound(TRANSLATE("a#28.wav", "a#23.wav")); playClip(338, 392); playSound(TRANSLATE("a#29.wav", "a#24.wav")); stopSound(handle); handle = playSound(TRANSLATE("y#662.wav", "y#0.wav")); setSoundVolume(handle, 10, 2); playClip(392, 450); startTalking("Doorbot", 0x3611A); sleep(TRANSLATE(8000, 7000)); playClip(450, 492); startTalking("Doorbot", 0x36121); playClip(492, 522); setSoundVolume(handle, 30, 2); playClip(523, 540); setSoundVolume(handle, 0, 1); playClip(541, 551); stopSound(handle); break; } default: break; } return true; } } // End of namespace Titanic