/* Danger from the Deep - Open source submarine simulation Copyright (C) 2003-2006 Thorsten Jordan, Luis Barrancos and others. 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // game event // subsim (C)+(W) Thorsten Jordan. SEE LICENSE #include "event.h" #include "user_interface.h" #include "texts.h" #include "music.h" void event_torpedo_dud_shortrange::evaluate(user_interface& ui) { ui.add_message(texts::get(59)); } void event_torpedo_dud::evaluate(user_interface& ui) { ui.add_message(texts::get(60)); } void event_ship_sunk::evaluate(user_interface& ui) { ui.add_message(texts::get(83)); } void event_preparing_to_dive::evaluate(user_interface& ui) { ui.add_message(texts::get(125)); } void event_diving::evaluate(user_interface& ui) { ui.add_message(texts::get(129)); } void event_unmanning_gun::evaluate(user_interface& ui) { ui.add_message(texts::get(126)); } void event_gun_manned::evaluate(user_interface& ui) { ui.add_message(texts::get(127)); } void event_gun_unmanned::evaluate(user_interface& ui) { ui.add_message(texts::get(128)); } void event_depth_charge_in_water::evaluate(user_interface& ui) { ui.add_message(texts::get(205)); ui.play_sound_effect(SFX_DEPTH_CHARGE_LAUNCH, source); } void event_depth_charge_exploding::evaluate(user_interface& ui) { ui.add_message(texts::get(204)); ui.play_sound_effect(SFX_DEPTH_CHARGE_EXPLODE, source); } void event_gunfire_light::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_DECK_GUN_FIRE, source); } void event_gunfire_medium::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_MEDIUM_GUN_FIRE, source); } void event_gunfire_heavy::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_BIG_GUN_FIRE, source); } void event_shell_explosion::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_SHELL_EXPLODE, source); } void event_shell_splash::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_SHELL_SPLASH, source); } void event_torpedo_explosion::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_SHELL_EXPLODE /* what else?! */, source); } void event_ping::evaluate(user_interface& ui) { ui.play_sound_effect(SFX_PING, source); }