/* 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/gondolier/gondolier_mixer.h" #include "titanic/core/room_item.h" namespace Titanic { BEGIN_MESSAGE_MAP(CGondolierMixer, CGondolierBase) ON_MESSAGE(EnterRoomMsg) ON_MESSAGE(LeaveRoomMsg) ON_MESSAGE(TurnOn) ON_MESSAGE(TurnOff) ON_MESSAGE(SetVolumeMsg) ON_MESSAGE(SignalObject) ON_MESSAGE(LoadSuccessMsg) END_MESSAGE_MAP() CGondolierMixer::CGondolierMixer() : CGondolierBase(), _soundName1("c#0.wav"), _soundName2("c#1.wav"), _soundHandle1(-1), _soundHandle2(-1), _fieldC4(0), _fieldC8(0), _soundActive(false) { } void CGondolierMixer::save(SimpleFile *file, int indent) { file->writeNumberLine(1, indent); file->writeNumberLine(_soundHandle1, indent); file->writeNumberLine(_soundHandle2, indent); file->writeNumberLine(_fieldC4, indent); file->writeNumberLine(_fieldC8, indent); file->writeQuotedLine(_soundName1, indent); file->writeQuotedLine(_soundName2, indent); file->writeNumberLine(_soundActive, indent); CGondolierBase::save(file, indent); } void CGondolierMixer::load(SimpleFile *file) { file->readNumber(); _soundHandle1 = file->readNumber(); _soundHandle2 = file->readNumber(); _fieldC4 = file->readNumber(); _fieldC8 = file->readNumber(); _soundName1 = file->readString(); _soundName2 = file->readString(); _soundActive = file->readNumber(); CGondolierBase::load(file); } bool CGondolierMixer::EnterRoomMsg(CEnterRoomMsg *msg) { CRoomItem *parentRoom = dynamic_cast(getParent()); if (parentRoom == msg->_newRoom) { CTurnOn onMsg; onMsg.execute(this); } return true; } bool CGondolierMixer::LeaveRoomMsg(CLeaveRoomMsg *msg) { CRoomItem *parentRoom = dynamic_cast(getParent()); if (parentRoom == msg->_oldRoom) { CTurnOff offMsg; offMsg.execute(this); } return true; } bool CGondolierMixer::TurnOn(CTurnOn *msg) { if (!_puzzleSolved) { if (_soundHandle1 == -1) { _soundHandle1 = playSound(_soundName1, _volume1 * _slider1 / 10, 0, true); _soundActive = true; } if (_soundHandle2 == -1) { _soundHandle2 = playSound(_soundName2, _volume2 * _slider2 / 10, 0, true); _soundActive = true; } } return true; } bool CGondolierMixer::TurnOff(CTurnOff *msg) { // TODO: The stopSound calls should really be 2 seconds, // but doing so stops the changeover of mixers working when // going from the Arboretum room to FrozenArboretum. if (_soundHandle1 != -1) { if (isSoundActive(_soundHandle1)) stopSound(_soundHandle1, 0); _soundHandle1 = -1; _soundActive = false; } if (_soundHandle2 != -1) { if (isSoundActive(_soundHandle2)) stopSound(_soundHandle2, 0); _soundHandle2 = -1; _soundActive = false; } return true; } bool CGondolierMixer::SetVolumeMsg(CSetVolumeMsg *msg) { if (!_puzzleSolved) { _volume1 = _volume2 = msg->_volume; if (_soundHandle1 != -1 && isSoundActive(_soundHandle1)) setSoundVolume(_soundHandle1, msg->_volume * _slider1 / 10, 2); if (_soundHandle2 != -1 && isSoundActive(_soundHandle2)) setSoundVolume(_soundHandle2, msg->_volume * _slider2 / 10, 2); } return true; } bool CGondolierMixer::SignalObject(CSignalObject *msg) { if (!_puzzleSolved) { if (msg->_strValue == "Fly") { _slider1 = CLIP(msg->_numValue, 0, 10); if (!_rightSliderHooked) { _slider2 = 10 - _slider1; CStatusChangeMsg statusMsg; statusMsg._newStatus = _slider2; statusMsg.execute("GondolierRightLever"); } } if (msg->_strValue == "Tos") { _slider2 = CLIP(msg->_numValue, 0, 10); if (!_leftSliderHooked) { _slider1 = 10 - _slider2; CStatusChangeMsg statusMsg; statusMsg._newStatus = _slider1; statusMsg.execute("GondolierLeftLever"); } } if (!_slider1 && !_slider2 && _leftSliderHooked && _rightSliderHooked) { _puzzleSolved = true; CStatusChangeMsg statusMsg; statusMsg._newStatus = 1; statusMsg.execute("GondolierFace"); CTurnOff offMsg; offMsg.execute(this); CVisibleMsg visibleMsg; visibleMsg.execute("Mouth"); playSound("z#47.wav"); } else { CSetVolumeMsg volumeMsg(_volume1, 2); volumeMsg.execute(this); } } return true; } bool CGondolierMixer::LoadSuccessMsg(CLoadSuccessMsg *msg) { if (_soundActive) { _soundActive = 0; _soundHandle1 = _soundHandle2 = -1; CTurnOn onMsg; onMsg.execute(this); } return true; } } // End of namespace Titanic