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/* 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/titanic.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<CLinkItem *>(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_vm->isGerman()) {
loadSound("a#32.wav");
loadSound("a#31.wav");
loadSound("a#33.wav");
loadSound("a#30.wav");
loadSound("a#29.wav");
playSound("a#25.wav");
} else {
loadSound("a#27.wav");
loadSound("a#26.wav");
loadSound("a#28.wav");
loadSound("a#25.wav");
loadSound("a#24.wav");
playSound("a#20.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(), 1);
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(8000);
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
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