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164
engines/titanic/game/computer_screen.cpp
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164
engines/titanic/game/computer_screen.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "titanic/game/computer_screen.h"
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#include "titanic/messages/messages.h"
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#include "titanic/translation.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CComputerScreen, CGameObject)
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ON_MESSAGE(ActMsg)
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ON_MESSAGE(MovieEndMsg)
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ON_MESSAGE(EnterViewMsg)
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ON_MESSAGE(TimerMsg)
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ON_MESSAGE(MovementMsg)
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END_MESSAGE_MAP()
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CComputerScreen::CComputerScreen() : CGameObject() {
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}
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void CComputerScreen::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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CGameObject::save(file, indent);
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}
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void CComputerScreen::load(SimpleFile *file) {
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file->readNumber();
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CGameObject::load(file);
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}
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bool CComputerScreen::ActMsg(CActMsg *msg) {
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if (msg->_action == "newCD1" || msg->_action == "newCD2") {
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playMovie(27, 53, MOVIE_WAIT_FOR_FINISH);
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playMovie(19, 26, MOVIE_WAIT_FOR_FINISH);
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} else if (msg->_action == "newSTCD") {
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playMovie(0, 18, MOVIE_WAIT_FOR_FINISH | MOVIE_NOTIFY_OBJECT);
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}
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return true;
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}
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bool CComputerScreen::MovieEndMsg(CMovieEndMsg *msg) {
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playSound(TRANSLATE("z#47.wav", "z#578.wav"));
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addTimer(0, 3000, 0);
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for (int idx = 0; idx < 10; ++idx)
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playMovie(0, 18, 0);
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return true;
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}
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bool CComputerScreen::EnterViewMsg(CEnterViewMsg *msg) {
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loadFrame(26);
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// WORKAROUND: The original game leaves in a debug link that
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// allows skipping of Doorbot arrival sequence. Disable it
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static_cast<CLinkItem *>(getParent()->findByName("_TRACK,3,e-cu,4,E"))->_bounds.clear();
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return true;
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}
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bool CComputerScreen::MovementMsg(CMovementMsg *msg) {
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if (msg->_movement != MOVE_BACKWARDS)
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return true;
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msg->_posToUse = Common::Point(320, 50);
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return false;
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}
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bool CComputerScreen::TimerMsg(CTimerMsg *msg) {
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int handle;
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switch (msg->_actionVal) {
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case 0:
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if (g_language == Common::DE_DEU) {
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loadSound("a#27.wav");
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loadSound("a#26.wav");
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loadSound("a#28.wav");
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loadSound("a#25.wav");
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loadSound("a#24.wav");
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playSound("a#20.wav");
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} else {
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loadSound("a#32.wav");
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loadSound("a#31.wav");
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loadSound("a#33.wav");
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loadSound("a#30.wav");
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loadSound("a#29.wav");
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playSound("a#25.wav");
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}
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addTimer(1, 2000, 0);
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break;
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case 1:
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playMovie(23, 26, MOVIE_STOP_PREVIOUS);
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playSound(TRANSLATE("a#32.wav", "a#27.wav"));
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playSound(TRANSLATE("a#31.wav", "a#26.wav"));
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addTimer(2, 2000, 0);
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break;
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case 2: {
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CChangeMusicMsg musicMsg(CString(), MUSIC_STOP);
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musicMsg.execute("HomeMusicPlayer");
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playSound(TRANSLATE("a#33.wav", "a#28.wav"));
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playSound(TRANSLATE("a#31.wav", "a#26.wav"));
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changeView("Home.Node 4.E", "");
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playClip(51, 150);
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playSound(TRANSLATE("a#31.wav", "a#26.wav"));
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playClip(151, 200);
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handle = playSound(TRANSLATE("a#27.wav", "a#22.wav"));
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playClip(200, 306);
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playSound(TRANSLATE("a#30.wav", "a#25.wav"));
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stopSound(handle, 0);
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playClip(306, 338);
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handle = playSound(TRANSLATE("a#28.wav", "a#23.wav"));
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playClip(338, 392);
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playSound(TRANSLATE("a#29.wav", "a#24.wav"));
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stopSound(handle);
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handle = playSound(TRANSLATE("y#662.wav", "y#0.wav"));
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setSoundVolume(handle, 10, 2);
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playClip(392, 450);
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startTalking("Doorbot", 0x3611A);
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sleep(TRANSLATE(8000, 7000));
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playClip(450, 492);
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startTalking("Doorbot", 0x36121);
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playClip(492, 522);
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setSoundVolume(handle, 30, 2);
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playClip(523, 540);
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setSoundVolume(handle, 0, 1);
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playClip(541, 551);
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stopSound(handle);
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break;
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}
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default:
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break;
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}
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return true;
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}
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} // End of namespace Titanic
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