/* 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/credits.h" namespace Titanic { BEGIN_MESSAGE_MAP(CCredits, CGameObject) ON_MESSAGE(SignalObject) ON_MESSAGE(TimerMsg) END_MESSAGE_MAP() CCredits::CCredits() : CGameObject(), _fieldBC(-1), _fieldC0(1) { } void CCredits::save(SimpleFile *file, int indent) { file->writeNumberLine(1, indent); file->writeNumberLine(_fieldBC, indent); file->writeNumberLine(_fieldC0, indent); CGameObject::save(file, indent); } void CCredits::load(SimpleFile *file) { file->readNumber(); _fieldBC = file->readNumber(); _fieldC0 = file->readNumber(); CGameObject::load(file); } bool CCredits::SignalObject(CSignalObject *msg) { petHide(); disableMouse(); addTimer(50); return true; } bool CCredits::TimerMsg(CTimerMsg *msg) { stopGlobalSound(true, -1); setVisible(true); loadSound("a#16.wav"); loadSound("a#24.wav"); playCutscene(0, 18); playGlobalSound("a#16.wav", -1, false, false, 0); playCutscene(19, 642); playSound("a#24.wav"); playCutscene(643, 750); COpeningCreditsMsg creditsMsg; creditsMsg.execute("Service Elevator Entity"); changeView("EmbLobby.Node 6.S"); setVisible(false); petShow(); enableMouse(); stopGlobalSound(true, -1); return true; } } // End of namespace Titanic