/* 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