/* 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_BOMBPUZZLE_H
#define NANCY_ACTION_BOMBPUZZLE_H
#include "engines/nancy/action/actionrecord.h"
namespace Nancy {
namespace Action {
class BombPuzzle : public RenderActionRecord {
public:
BombPuzzle() : RenderActionRecord(7) {}
virtual ~BombPuzzle() {}
void init() override;
void updateGraphics() override;
void readData(Common::SeekableReadStream &stream) override;
void execute() override;
void handleInput(NancyInput &input) override;
protected:
Common::String getRecordTypeName() const override { return "BombPuzzle"; }
bool isViewportRelative() const override { return true; }
Common::Path _imageName;
Common::Array _wireSrcs;
Common::Array _wireDests;
Common::Array _digitSrcs;
Common::Array _digitDests;
Common::Rect _colonSrc;
Common::Rect _colonDest;
Common::Rect _displayBounds;
Common::Array _solveOrder;
SoundDescription _snipSound;
SoundDescription _noToolSound;
uint16 _toolID = 0;
SceneChangeWithFlag _solveSceneChange;
SoundDescription _solveSound;
SceneChangeWithFlag _failSceneChange;
SoundDescription _failSound;
Graphics::ManagedSurface _image;
Common::Array _playerOrder;
Time _timerTotalTime;
Time _timerBlinkTime;
Time _nextBlinkTime;
bool _isBlinking = false;
uint _lastDrawnTime = 0;
bool _failed = false;
};
} // End of namespace Action
} // End of namespace Nancy
#endif // NANCY_ACTION_BOMBPUZZLE_H