/* 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