scummvm/engines/nancy/action/rotatinglockpuzzle.cpp
fracturehill 43c4c62f40 NANCY: Cursor fixes
When exiting a scene while holding an item, the cursor shown is now the fourth version of the item cursor, just as it is in the original engine. When entering a scene through the map while holding an item, the cursor no longer gets reset to the default one.
2021-04-17 15:20:59 +03:00

232 lines
6.2 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 "common/random.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/input.h"
#include "engines/nancy/util.h"
#include "engines/nancy/action/rotatinglockpuzzle.h"
#include "engines/nancy/state/scene.h"
namespace Nancy {
namespace Action {
void RotatingLockPuzzle::init() {
_drawSurface.create(_screenPosition.width(), _screenPosition.height(), g_nancy->_graphicsManager->getInputPixelFormat());
_drawSurface.clear(g_nancy->_graphicsManager->getTransColor());
setTransparent(true);
g_nancy->_resource->loadImage(_imageName, _image);
}
void RotatingLockPuzzle::readData(Common::SeekableReadStream &stream) {
readFilename(stream, _imageName);
uint numDials = stream.readUint16LE();
_srcRects.reserve(10);
for (uint i = 0; i < 10; ++i) {
_srcRects.push_back(Common::Rect());
readRect(stream, _srcRects.back());
}
_destRects.reserve(numDials);
for (uint i = 0; i < numDials; ++i) {
_destRects.push_back(Common::Rect());
readRect(stream, _destRects.back());
if (i == 0) {
_screenPosition = _destRects.back();
} else {
_screenPosition.extend(_destRects.back());
}
}
stream.skip((8 - numDials) * 16);
_upHotspots.reserve(numDials);
for (uint i = 0; i < numDials; ++i) {
_upHotspots.push_back(Common::Rect());
readRect(stream, _upHotspots.back());
}
_downHotspots.reserve(numDials);
stream.skip((8 - numDials) * 16);
for (uint i = 0; i < numDials; ++i) {
_downHotspots.push_back(Common::Rect());
readRect(stream, _downHotspots.back());
}
stream.skip((8 - numDials) * 16);
_correctSequence.reserve(numDials);
for (uint i = 0; i < numDials; ++i) {
_correctSequence.push_back(stream.readByte());
}
stream.skip(8 - numDials);
_clickSound.read(stream, SoundDescription::kNormal);
_solveExitScene.readData(stream);
stream.skip(2); // shouldStopRendering, useless
_flagOnSolve.label = stream.readSint16LE();
_flagOnSolve.flag = (NancyFlag)stream.readByte();
_solveSoundDelay = stream.readUint16LE();
_solveSound.read(stream, SoundDescription::kNormal);
_exitScene.readData(stream);
stream.skip(2); // shouldStopRendering, useless
_flagOnExit.label = stream.readSint16LE();
_flagOnExit.flag = (NancyFlag)stream.readByte();
readRect(stream, _exitHotspot);
}
void RotatingLockPuzzle::execute() {
switch (_state) {
case kBegin:
init();
registerGraphics();
for (uint i = 0; i < _correctSequence.size(); ++i) {
_currentSequence.push_back(g_nancy->_randomSource->getRandomNumber(9));
drawDial(i);
}
g_nancy->_sound->loadSound(_clickSound);
g_nancy->_sound->loadSound(_solveSound);
_state = kRun;
// fall through
case kRun:
switch (_solveState) {
case kNotSolved:
for (uint i = 0; i < _correctSequence.size(); ++i) {
if (_currentSequence[i] != (int16)_correctSequence[i]) {
return;
}
}
NancySceneState.setEventFlag(_flagOnSolve);
_solveSoundPlayTime = g_nancy->getTotalPlayTime() + _solveSoundDelay * 1000;
_solveState = kPlaySound;
// fall through
case kPlaySound:
if (g_nancy->getTotalPlayTime() <= _solveSoundPlayTime) {
break;
}
g_nancy->_sound->playSound(_solveSound);
_solveState = kWaitForSound;
break;
case kWaitForSound:
if (!g_nancy->_sound->isSoundPlaying(_solveSound)) {
_state = kActionTrigger;
}
break;
}
break;
case kActionTrigger:
g_nancy->_sound->stopSound(_clickSound);
g_nancy->_sound->stopSound(_solveSound);
if (_solveState == kNotSolved) {
NancySceneState.changeScene(_exitScene);
NancySceneState.setEventFlag(_flagOnExit);
} else {
NancySceneState.changeScene(_solveExitScene);
}
finishExecution();
}
}
void RotatingLockPuzzle::handleInput(NancyInput &input) {
if (_solveState != kNotSolved) {
return;
}
if (NancySceneState.getViewport().convertViewportToScreen(_exitHotspot).contains(input.mousePos)) {
g_nancy->_cursorManager->setCursorType(CursorManager::kExit);
if (input.input & NancyInput::kLeftMouseButtonUp) {
_state = kActionTrigger;
}
return;
}
for (uint i = 0; i < _upHotspots.size(); ++i) {
if (NancySceneState.getViewport().convertViewportToScreen(_upHotspots[i]).contains(input.mousePos)) {
g_nancy->_cursorManager->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
g_nancy->_sound->playSound(_clickSound);
_currentSequence[i] = ++_currentSequence[i] > 9 ? 0 : _currentSequence[i];
drawDial(i);
}
return;
}
}
for (uint i = 0; i < _downHotspots.size(); ++i) {
if (NancySceneState.getViewport().convertViewportToScreen(_downHotspots[i]).contains(input.mousePos)) {
g_nancy->_cursorManager->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
g_nancy->_sound->playSound(_clickSound);
int8 n = _currentSequence[i];
n = --n < 0 ? 9 : n;
_currentSequence[i] = n;
drawDial(i);
}
return;
}
}
}
void RotatingLockPuzzle::onPause(bool pause) {
if (!pause) {
registerGraphics();
}
}
void RotatingLockPuzzle::drawDial(uint id) {
Common::Point destPoint(_destRects[id].left - _screenPosition.left, _destRects[id].top - _screenPosition.top);
_drawSurface.blitFrom(_image, _srcRects[_currentSequence[id]], destPoint);
_needsRedraw = true;
}
} // End of namespace Action
} // End of namespace Nancy