/* 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 3 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, see .
*
*/
#ifndef NANCY_ACTION_BULPUZZLE_H
#define NANCY_ACTION_BULPUZZLE_H
#include "engines/nancy/action/actionrecord.h"
namespace Nancy {
namespace Action {
// A puzzle based around a simplified version of the Mayan game Bul
class BulPuzzle : public RenderActionRecord {
public:
BulPuzzle() : RenderActionRecord(7) {}
virtual ~BulPuzzle() {}
void init() override;
void updateGraphics() override;
void readData(Common::SeekableReadStream &stream) override;
void execute() override;
void handleInput(NancyInput &input) override;
protected:
enum BulAction { kNone, kRoll, kPass, kReset, kCapture };
void movePiece(bool player);
void reset(bool capture);
Common::String getRecordTypeName() const override { return "BulPuzzle"; }
bool isViewportRelative() const override { return true; }
Common::Path _imageName;
uint16 _numCells = 0;
uint16 _numPieces = 0;
uint16 _numRolls = 0;
uint16 _playerStart = 0;
uint16 _enemyStart = 0;
Common::Array _diceDestsPlayer;
Common::Array _diceDestsEnemy;
Common::Array _cellDests;
Common::Array _playerBarracksDests;
Common::Array _playerJailDests;
Common::Array _enemyBarracksDests;
Common::Array _enemyJailDests;
Common::Rect _rollButtonDest;
Common::Rect _passButtonDest;
Common::Rect _resetButtonDest;
Common::Rect _playerLightDest;
Common::Rect _enemyLightDest;
Common::Array _diceBlackSrcs;
Common::Array _diceCleanSrcs;
Common::Rect _playerSrc;
Common::Rect _enemySrc;
Common::Rect _playerCapturedSrc;
Common::Rect _enemyCapturedSrc;
Common::Rect _playerBarracksSrc;
Common::Rect _enemyBarracksSrc;
Common::Rect _playerJailSrc;
Common::Rect _enemyJailSrc;
Common::Rect _rollButtonSrc;
Common::Rect _passButtonSrc;
Common::Rect _passButtonDisabledSrc;
Common::Rect _resetButtonSrc;
Common::Rect _playerLightSrc;
Common::Rect _enemyLightSrc;
SoundDescription _moveSound;
SoundDescription _playerCapturedSound;
SoundDescription _enemyCapturedSound;
SoundDescription _rollSound;
SoundDescription _passSound;
SoundDescription _resetSound;
SceneChangeWithFlag _solveScene;
uint16 _solveSoundDelay = 0;
SoundDescription _solveSound;
SceneChangeWithFlag _exitScene; // also when losing
uint16 _loseSoundDelay = 0;
SoundDescription _loseSound;
Common::Rect _exitHotspot;
Graphics::ManagedSurface _image;
int16 _playerPos = 0;
int16 _playerPieces = 0;
int16 _enemyPos = 0;
int16 _enemyPieces = 0;
uint16 _turn = 0;
uint16 _moveDiff = 0;
uint32 _nextMoveTime = 0;
bool _pushedButton = false;
bool _changeLight = false;
BulAction _currentAction = kNone;
bool _playerWon = false;
};
} // End of namespace Action
} // End of namespace Nancy
#endif // NANCY_ACTION_BULPUZZLE_H