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197
engines/titanic/game/gondolier/gondolier_mixer.cpp
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197
engines/titanic/game/gondolier/gondolier_mixer.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/gondolier/gondolier_mixer.h"
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#include "titanic/core/room_item.h"
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#include "titanic/translation.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CGondolierMixer, CGondolierBase)
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ON_MESSAGE(EnterRoomMsg)
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ON_MESSAGE(LeaveRoomMsg)
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ON_MESSAGE(TurnOn)
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ON_MESSAGE(TurnOff)
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ON_MESSAGE(SetVolumeMsg)
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ON_MESSAGE(SignalObject)
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ON_MESSAGE(LoadSuccessMsg)
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END_MESSAGE_MAP()
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CGondolierMixer::CGondolierMixer() : CGondolierBase(),
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_soundName1("c#0.wav"), _soundName2("c#1.wav"),
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_soundHandle1(-1), _soundHandle2(-1), _fieldC4(0), _fieldC8(0),
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_soundActive(false) {
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}
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void CGondolierMixer::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_soundHandle1, indent);
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file->writeNumberLine(_soundHandle2, indent);
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file->writeNumberLine(_fieldC4, indent);
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file->writeNumberLine(_fieldC8, indent);
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file->writeQuotedLine(_soundName1, indent);
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file->writeQuotedLine(_soundName2, indent);
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file->writeNumberLine(_soundActive, indent);
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CGondolierBase::save(file, indent);
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}
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void CGondolierMixer::load(SimpleFile *file) {
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file->readNumber();
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_soundHandle1 = file->readNumber();
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_soundHandle2 = file->readNumber();
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_fieldC4 = file->readNumber();
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_fieldC8 = file->readNumber();
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_soundName1 = file->readString();
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_soundName2 = file->readString();
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_soundActive = file->readNumber();
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CGondolierBase::load(file);
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}
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bool CGondolierMixer::EnterRoomMsg(CEnterRoomMsg *msg) {
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CRoomItem *parentRoom = dynamic_cast<CRoomItem *>(getParent());
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if (parentRoom == msg->_newRoom) {
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CTurnOn onMsg;
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onMsg.execute(this);
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}
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return true;
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}
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bool CGondolierMixer::LeaveRoomMsg(CLeaveRoomMsg *msg) {
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CRoomItem *parentRoom = dynamic_cast<CRoomItem *>(getParent());
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if (parentRoom == msg->_oldRoom) {
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CTurnOff offMsg;
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offMsg.execute(this);
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}
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return true;
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}
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bool CGondolierMixer::TurnOn(CTurnOn *msg) {
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if (!_puzzleSolved) {
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if (_soundHandle1 == -1) {
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_soundHandle1 = playSound(_soundName1, _volume1 * _slider1 / 10, 0, true);
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_soundActive = true;
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}
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if (_soundHandle2 == -1) {
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_soundHandle2 = playSound(_soundName2, _volume2 * _slider2 / 10, 0, true);
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_soundActive = true;
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}
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}
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return true;
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}
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bool CGondolierMixer::TurnOff(CTurnOff *msg) {
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// TODO: The stopSound calls should really be 2 seconds,
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// but doing so stops the changeover of mixers working when
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// going from the Arboretum room to FrozenArboretum.
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if (_soundHandle1 != -1) {
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if (isSoundActive(_soundHandle1))
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stopSound(_soundHandle1, 0);
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_soundHandle1 = -1;
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_soundActive = false;
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}
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if (_soundHandle2 != -1) {
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if (isSoundActive(_soundHandle2))
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stopSound(_soundHandle2, 0);
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_soundHandle2 = -1;
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_soundActive = false;
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}
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return true;
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}
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bool CGondolierMixer::SetVolumeMsg(CSetVolumeMsg *msg) {
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if (!_puzzleSolved) {
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_volume1 = _volume2 = msg->_volume;
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if (_soundHandle1 != -1 && isSoundActive(_soundHandle1))
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setSoundVolume(_soundHandle1, msg->_volume * _slider1 / 10, 2);
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if (_soundHandle2 != -1 && isSoundActive(_soundHandle2))
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setSoundVolume(_soundHandle2, msg->_volume * _slider2 / 10, 2);
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}
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return true;
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}
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bool CGondolierMixer::SignalObject(CSignalObject *msg) {
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if (!_puzzleSolved) {
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if (msg->_strValue == "Fly") {
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_slider1 = CLIP(msg->_numValue, 0, 10);
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if (!_rightSliderHooked) {
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_slider2 = 10 - _slider1;
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CStatusChangeMsg statusMsg;
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statusMsg._newStatus = _slider2;
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statusMsg.execute("GondolierRightLever");
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}
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}
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if (msg->_strValue == "Tos") {
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_slider2 = CLIP(msg->_numValue, 0, 10);
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if (!_leftSliderHooked) {
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_slider1 = 10 - _slider2;
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CStatusChangeMsg statusMsg;
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statusMsg._newStatus = _slider1;
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statusMsg.execute("GondolierLeftLever");
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}
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}
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if (!_slider1 && !_slider2 && _leftSliderHooked && _rightSliderHooked) {
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_puzzleSolved = true;
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CStatusChangeMsg statusMsg;
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statusMsg._newStatus = 1;
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statusMsg.execute("GondolierFace");
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CTurnOff offMsg;
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offMsg.execute(this);
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CVisibleMsg visibleMsg;
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visibleMsg.execute("Mouth");
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playSound(TRANSLATE("z#47.wav", "z#578.wav"));
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} else {
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CSetVolumeMsg volumeMsg(_volume1, 2);
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volumeMsg.execute(this);
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}
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}
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return true;
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}
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bool CGondolierMixer::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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if (_soundActive) {
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_soundActive = 0;
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_soundHandle1 = _soundHandle2 = -1;
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CTurnOn onMsg;
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onMsg.execute(this);
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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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