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