1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
/* 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/end_explode_ship.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CEndExplodeShip, CGameObject)
ON_MESSAGE(ActMsg)
ON_MESSAGE(TimerMsg)
ON_MESSAGE(MovieEndMsg)
ON_MESSAGE(MovieFrameMsg)
END_MESSAGE_MAP()
void CEndExplodeShip::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeNumberLine(_value1, indent);
file->writeNumberLine(_value2, indent);
CGameObject::save(file, indent);
}
void CEndExplodeShip::load(SimpleFile *file) {
file->readNumber();
_value1 = file->readNumber();
_value2 = file->readNumber();
CGameObject::load(file);
}
bool CEndExplodeShip::ActMsg(CActMsg *msg) {
if (msg->_action == "Arm Bomb") {
_value1 = 1;
} else if (msg->_action == "Disarm Bomb") {
_value1 = 0;
} else if (msg->_action == "TakeOff") {
loadSound("a#31.wav");
loadSound("a#14.wav");
playGlobalSound("a#13.wav", -1, true, true, 0);
addTimer(1, 10212, 0);
}
return true;
}
bool CEndExplodeShip::TimerMsg(CTimerMsg *msg) {
if (msg->_actionVal == 1) {
setVisible(true);
playMovie(0, 449, 0);
movieEvent(58);
playMovie(516, _value1 ? 550 : 551, MOVIE_NOTIFY_OBJECT);
}
if (msg->_actionVal == 3) {
setGlobalSoundVolume(-4, 2, -1);
CActMsg actMsg(_value1 ? "ExplodeCredits" : "Credits");
actMsg.execute("EndGameCredits");
}
if (msg->_action == "Room") {
playMovie(550, 583, MOVIE_NOTIFY_OBJECT);
movieEvent(551);
}
return true;
}
bool CEndExplodeShip::MovieEndMsg(CMovieEndMsg *msg) {
if (getMovieFrame() == 550) {
playSound("z#399.wav");
startAnimTimer("Boom", 4200, 0);
} else {
addTimer(3, 8000, 0);
}
return true;
}
bool CEndExplodeShip::MovieFrameMsg(CMovieFrameMsg *msg) {
if (getMovieFrame() == 58)
playSound("a#31.wav", 70);
else if (getMovieFrame() == 551)
playSound("a#14.wav");
return true;
}
} // End of namespace Titanic
|