/* 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/fan_noises.h" #include "titanic/core/room_item.h" namespace Titanic { BEGIN_MESSAGE_MAP(CFanNoises, CGameObject) ON_MESSAGE(EnterRoomMsg) ON_MESSAGE(LeaveRoomMsg) ON_MESSAGE(StatusChangeMsg) ON_MESSAGE(SetVolumeMsg) ON_MESSAGE(LoadSuccessMsg) END_MESSAGE_MAP() CFanNoises::CFanNoises() : CGameObject(), _state(-1), _soundHandle(0), _soundPercent(70), _soundV3(-1), _soundSeconds(0), _stopSeconds(0), _startFlag(true) { } void CFanNoises::save(SimpleFile *file, int indent) { file->writeNumberLine(1, indent); file->writeNumberLine(_state, indent); file->writeNumberLine(_soundHandle, indent); file->writeNumberLine(_soundPercent, indent); file->writeNumberLine(_soundV3, indent); file->writeNumberLine(_soundSeconds, indent); file->writeNumberLine(_stopSeconds, indent); file->writeNumberLine(_startFlag, indent); CGameObject::save(file, indent); } void CFanNoises::load(SimpleFile *file) { file->readNumber(); _state = file->readNumber(); _soundHandle = file->readNumber(); _soundPercent = file->readNumber(); _soundV3 = file->readNumber(); _soundSeconds = file->readNumber(); _stopSeconds = file->readNumber(); _startFlag = file->readNumber(); CGameObject::load(file); } bool CFanNoises::EnterRoomMsg(CEnterRoomMsg *msg) { if (getParent() == msg->_newRoom) { if (_soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, _stopSeconds); _soundHandle = -1; _startFlag = false; } switch (_state) { case 1: _soundHandle = playSound("b#60.wav", 0, _soundV3, true); setSoundVolume(_soundHandle, _soundPercent, _soundSeconds); _startFlag = true; break; case 2: _soundHandle = playSound("b#58.wav", 0, _soundV3, true); setSoundVolume(_soundHandle, _soundPercent, _soundSeconds); _startFlag = true; break; default: break; } } return true; } bool CFanNoises::LeaveRoomMsg(CLeaveRoomMsg *msg) { if (getParent() == msg->_oldRoom && _soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, _stopSeconds); _soundHandle = -1; _startFlag = false; } return true; } bool CFanNoises::StatusChangeMsg(CStatusChangeMsg *msg) { if (msg->_newStatus >= -1 && msg->_newStatus <= 2) { int oldState = _state; _state = msg->_newStatus; switch (msg->_newStatus) { case -1: case 0: if (_soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, 1); _soundHandle = -1; _startFlag = false; } switch (oldState) { case 1: case 2: playSound("b#59.wav", _soundPercent, _soundV3); break; default: break; } break; case 1: if (_soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, 1); _soundHandle = -1; _startFlag = false; } switch (oldState) { case 1: case 2: _soundHandle = playSound("b#60.wav", _soundPercent, _soundV3); break; default: break; } break; case 2: if (_soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, 1); _soundHandle = -1; _startFlag = false; } if (oldState == 1) { _soundHandle = playSound("b#58.wav", _soundPercent, _soundV3); } break; default: break; } } return true; } bool CFanNoises::SetVolumeMsg(CSetVolumeMsg *msg) { _soundPercent = msg->_volume; if (_soundHandle != -1 && isSoundActive(_soundHandle)) setSoundVolume(_soundHandle, _soundPercent, msg->_secondsTransition); return true; } bool CFanNoises::LoadSuccessMsg(CLoadSuccessMsg *msg) { if (_startFlag) { _startFlag = false; _soundHandle = -1; switch (_state) { case 1: playSound("b#60.wav", 0, _soundV3, true); setSoundVolume(_soundHandle, _soundPercent, _soundSeconds); _startFlag = true; break; case 2: playSound("b#58.wav", 0, _soundV3, true); setSoundVolume(_soundHandle, _soundPercent, _soundSeconds); _startFlag = true; break; default: break; } } return true; } } // End of namespace Titanic