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engines/nancy/action/puzzle/mazechasepuzzle.h
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engines/nancy/action/puzzle/mazechasepuzzle.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 NANCY_ACTION_MAZECHASEPUZZLE_H
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#define NANCY_ACTION_MAZECHASEPUZZLE_H
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#include "engines/nancy/action/actionrecord.h"
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namespace Nancy {
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namespace Action {
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// Implements a puzzle introduced in nancy5 where the player controls
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// one piece being chased by several other pieces on a grid. Movement
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// is performed via buttons, and both player and enemy navigate one
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// tile at a time. Has some similarities to CollisionPuzzle, but was
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// different enough to warrant its own class.
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class MazeChasePuzzle : public RenderActionRecord {
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public:
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MazeChasePuzzle() : RenderActionRecord(7) {}
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virtual ~MazeChasePuzzle() {}
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void init() override;
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void registerGraphics() override;
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void updateGraphics() override;
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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void handleInput(NancyInput &input) override;
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protected:
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enum WallType { kWallLeft = 1, kWallUp = 2, kWallRight = 3, kWallDown = 4, kWallLeftRight = 6, kWallUpDown = 6 };
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class Piece : public RenderObject {
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public:
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Piece(uint z) : RenderObject(z) {}
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virtual ~Piece() {}
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Common::Point _gridPos;
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Common::Point _lastPos;
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protected:
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bool isViewportRelative() const override { return true; }
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};
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Common::String getRecordTypeName() const override { return "MazeChasePuzzle"; }
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bool isViewportRelative() const override { return true; }
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Common::Rect getScreenPosition(Common::Point gridPos);
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void drawGrid();
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void enemyMovement(uint enemyID);
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bool canMove(uint pieceID, WallType direction);
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void reset();
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Common::Path _imageName;
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Common::Point _exitPos = Common::Point(-1, -1);
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Common::Array<Common::Array<uint16>> _grid;
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Common::Array<Common::Point> _startLocations;
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Common::Rect _playerSrc;
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Common::Rect _enemySrc;
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Common::Rect _verticalWallSrc;
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Common::Rect _horizontalWallSrc;
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Common::Rect _lightSrc;
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Common::Rect _upButtonSrc;
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Common::Rect _rightButtonSrc;
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Common::Rect _downButtonSrc;
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Common::Rect _leftButtonSrc;
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Common::Rect _resetButtonSrc;
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Common::Point _gridPos;
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Common::Rect _lightDest;
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Common::Rect _upButtonDest;
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Common::Rect _rightButtonDest;
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Common::Rect _downButtonDest;
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Common::Rect _leftButtonDest;
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Common::Rect _resetButtonDest;
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uint16 _lineWidth = 0;
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uint16 _framesPerMove = 0;
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SoundDescription _failSound;
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SoundDescription _moveSound;
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SceneChangeWithFlag _solveScene;
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uint16 _solveSoundDelay = 0;
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SoundDescription _solveSound;
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SceneChangeWithFlag _exitScene;
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Common::Rect _exitHotspot;
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Graphics::ManagedSurface _image;
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Common::Array<Piece> _pieces;
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int _currentAnimFrame = -1;
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uint32 _solveSoundPlayTime = 0;
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bool _solved = false;
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bool _reset = false;
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};
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} // End of namespace Action
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} // End of namespace Nancy
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#endif // NANCY_ACTION_MAZECHASEPUZZLE_H
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