/* 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 3 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, see .
*
*/
#include "titanic/game/gondolier/gondolier_mixer.h"
#include "titanic/core/room_item.h"
#include "titanic/translation.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(TRANSLATE("z#47.wav", "z#578.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