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engines/nancy/action/puzzle/orderingpuzzle.h
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110
engines/nancy/action/puzzle/orderingpuzzle.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_ORDERINGPUZZLE_H
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#define NANCY_ACTION_ORDERINGPUZZLE_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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// Class implementing several action records of the type where
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// the player has to press a sequence of buttons in a certain order.
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// - OrderingPuzzle: The most simple type. Allows for manual depressing of buttons
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// - PianoPuzzle: Buttons always auto-depress; every button has unique sound file
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// - OrderItemsPuzzle: Buttons may depress or stay down, but player can't depress manually.
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// Has second button state that is activated when player is holding a specific item. (see fingerprint keypad puzzle in nancy4)
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// - KeypadPuzzle: Buttons may auto-depress, stay down, and can be depressed manually by player.
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// Adds an optional button for manually checking for correct solution, number of possible buttons is 30.
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// - KeypadPuzzleTerse: Same as above, but data format is shorter, and supports up to 100 buttons
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class OrderingPuzzle : public RenderActionRecord {
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public:
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enum SolveState { kNotSolved, kPlaySound, kWaitForSound };
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enum PuzzleType { kOrdering, kPiano, kOrderItems, kKeypad, kKeypadTerse };
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OrderingPuzzle(PuzzleType type) : RenderActionRecord(7), _puzzleType(type) {}
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virtual ~OrderingPuzzle() {}
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void init() 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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Common::String getRecordTypeName() const override;
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bool isViewportRelative() const override { return true; }
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void pushDown(uint id);
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void setToSecondState(uint id);
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void popUp(uint id);
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void clearAllElements();
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Common::Path _imageName;
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bool _hasSecondState = false;
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bool _itemsStayDown = true;
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bool _needButtonToCheckSuccess = false;
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bool _checkOrder = true;
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Common::Rect _checkButtonSrc;
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Common::Rect _checkButtonDest;
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Common::Array<Common::Rect> _down1Rects;
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Common::Array<Common::Rect> _up2Rects;
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Common::Array<Common::Rect> _down2Rects;
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Common::Array<Common::Rect> _destRects;
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Common::Array<Common::Rect> _hotspots;
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Common::Array<uint16> _correctSequence;
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uint16 _specialCursor1Id = CursorManager::kHotspot;
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Common::Rect _specialCursor1Dest;
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uint16 _specialCursor2Id = CursorManager::kHotspot;
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Common::Rect _specialCursor2Dest;
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Common::Array<Common::String> _pianoSoundNames; // nancy8 and up
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uint16 _state2InvItem = 0;
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Common::Array<Common::Rect> _overlaySrcs;
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Common::Array<Common::Rect> _overlayDests;
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Nancy::SoundDescription _pushDownSound;
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Nancy::SoundDescription _itemSound;
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Nancy::SoundDescription _popUpSound;
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SceneChangeWithFlag _solveExitScene;
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uint16 _solveSoundDelay = 0;
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Nancy::SoundDescription _solveSound;
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SceneChangeWithFlag _exitScene;
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Common::Rect _exitHotspot;
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SolveState _solveState = kNotSolved;
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Graphics::ManagedSurface _image;
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Common::Array<uint16> _clickedSequence;
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Common::Array<bool> _downItems;
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Common::Array<bool> _secondStateItems;
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Time _solveSoundPlayTime;
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bool _checkButtonPressed = false;
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PuzzleType _puzzleType;
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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_ORDERINGPUZZLE_H
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