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engines/asylum/puzzles/timemachine.h
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75
engines/asylum/puzzles/timemachine.h
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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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* 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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* 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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#ifndef ASYLUM_PUZZLES_TIMEMACHINE_H
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#define ASYLUM_PUZZLES_TIMEMACHINE_H
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#include "asylum/puzzles/puzzle.h"
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namespace Asylum {
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class AsylumEngine;
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class PuzzleTimeMachine : public Puzzle {
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public:
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PuzzleTimeMachine(AsylumEngine *engine);
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~PuzzleTimeMachine();
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// Serializable
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virtual void saveLoadWithSerializer(Common::Serializer &s);
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private:
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bool _leftButtonClicked;
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uint32 _counter;
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int32 _frameIndexes[6];
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uint32 _frameCounts[6];
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int32 _frameIncrements[5];
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int32 _index;
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uint32 _index2;
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Common::Point _point;
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Common::Point _newPoint;
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// Unused puzzle variables
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int8 _state[5];
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//bool _data_4572BC;
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//bool _data_4572CC;
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uint32 _data_45AAA8;
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uint32 _data_45AAAC;
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uint32 _currentFrameIndex;
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//////////////////////////////////////////////////////////////////////////
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// Event Handling
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//////////////////////////////////////////////////////////////////////////
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bool init(const AsylumEvent &evt);
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void updateScreen();
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bool mouseLeftDown(const AsylumEvent &evt);
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bool exitPuzzle();
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//////////////////////////////////////////////////////////////////////////
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// Helpers
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//////////////////////////////////////////////////////////////////////////
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void updateCursor();
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void reset();
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};
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} // End of namespace Asylum
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#endif // ASYLUM_PUZZLES_TIMEMACHINE_H
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