scummvm/engines/nancy/state/help.cpp
fracturehill 5c1843f871 NANCY: Rename state functions in nancy.h
Renamed all functions relating to the engine's internal state so they only mention the word State instead of GameState. This is to avoid confusion between them and functions relating to savegames, whose names already include GameState.
2021-03-24 17:20:46 +01:00

106 lines
2.8 KiB
C++

/* 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 "engines/nancy/state/help.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/commontypes.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/input.h"
#include "engines/nancy/cursor.h"
#include "common/stream.h"
namespace Nancy {
namespace State {
void Help::process() {
switch (_state) {
case kInit:
init();
// fall through
case kBegin:
begin();
// fall through
case kRun:
run();
break;
case kWaitForSound:
waitForSound();
break;
}
}
void Help::init() {
Common::SeekableReadStream *chunk = _engine->getBootChunkStream("HELP");
chunk->seek(0);
char buf[10];
chunk->read(buf, 10);
_image.init(buf);
chunk->skip(20);
_hotspot.left = chunk->readUint16LE();
_hotspot.top = chunk->readUint16LE();
_hotspot.right = chunk->readUint16LE();
_hotspot.bottom = chunk->readUint16LE();
chunk = _engine->getBootChunkStream("MSND");
chunk->seek(0);
_sound.read(*chunk, SoundDescription::kMenu);
_state = kBegin;
}
void Help::begin() {
_engine->sound->loadSound(_sound);
_engine->sound->playSound(_sound);
_image.registerGraphics();
_image.setVisible(true);
_engine->cursorManager->setCursorType(CursorManager::kNormalArrow);
_previousState = _engine->getPreviousState();
_state = kRun;
}
void Help::run() {
NancyInput input = _engine->input->getInput();
if (_hotspot.contains(input.mousePos) && input.input & NancyInput::kLeftMouseButtonUp) {
_engine->sound->playSound(0x18); // Hardcoded by original engine
_state = kWaitForSound;
}
}
void Help::waitForSound() {
if (!_engine->sound->isSoundPlaying(18)) {
_engine->setState((NancyEngine::GameState)_previousState);
_engine->sound->stopSound(_sound);
_state = kBegin;
}
}
} // End of namespace State
} // End of namespace Nancy