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engines/nancy/action/puzzle/turningpuzzle.h
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engines/nancy/action/puzzle/turningpuzzle.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_TURNINGPUZZLE_H
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#define NANCY_ACTION_TURNINGPUZZLE_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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// Handles a specific type of puzzle where clicking an object rotates it,
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// as well as several other objects linked to it. Examples are the sun/moon
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// and staircase spindle puzzles in nancy3
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class TurningPuzzle : public RenderActionRecord {
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public:
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enum SolveState { kNotSolved, kWaitForAnimation, kWaitBeforeSound, kWaitForSound };
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TurningPuzzle() : RenderActionRecord(7) {}
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virtual ~TurningPuzzle() {}
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void init() 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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Common::String getRecordTypeName() const override { return "TurningPuzzle"; }
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bool isViewportRelative() const override { return true; }
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void drawObject(uint objectID, uint faceID, uint frameID);
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void turnLogic(uint objectID);
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Common::Path _imageName;
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uint16 _numFaces = 0;
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uint16 _numFramesPerTurn = 0;
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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> _startPositions;
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bool _separateRows = false;
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Common::Point _startPos;
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Common::Point _srcIncrement;
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Common::Array<Common::Array<uint16>> _links;
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uint16 _solveDelayBetweenTurns = 0;
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bool _solveAnimate = false;
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uint16 _solveAnimationNumRepeats = 0;
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SoundDescription _turnSound;
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Common::Array<uint16> _correctOrder;
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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<uint16> _currentOrder;
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uint32 _solveSoundDelayTime = 0;
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uint32 _nextTurnTime = 0;
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int32 _objectCurrentlyTurning = -1;
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uint32 _turnFrameID = 0;
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uint32 _solveAnimLoop = 0;
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uint32 _solveAnimFace = 0;
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SolveState _solveState = kNotSolved;
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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_TURNINGPUZZLE_H
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