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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ASYLUM_PUZZLES_BOARD_H
#define ASYLUM_PUZZLES_BOARD_H
#include "asylum/puzzles/puzzle.h"
#include "asylum/shared.h"
namespace Asylum {
class AsylumEngine;
class PuzzleBoard : public Puzzle {
public:
struct SoundResource {
int32 index;
bool played;
};
struct CharMap {
char character;
int16 posX, posY;
};
struct PuzzleData {
uint32 backgroundIndex;
GameFlag gameFlag;
uint32 maxWidth;
uint32 soundResourceSize;
SoundResource soundResources[3];
uint32 charMapSize;
CharMap charMap[11];
bool checkForSpace;
uint32 space1Pos, space2Pos;
char solvedText[28];
};
PuzzleBoard(AsylumEngine *engine, const PuzzleData *data);
void reset();
protected:
PuzzleData _data;
bool _solved;
Common::String _text;
bool _charUsed[20];
char _solvedText[28]; // KeyHidesTo uses 28 chars, the other puzzles 20
uint32 _position;
int32 _rectIndex;
int32 _selectedSlot;
ResourceId _soundResourceId;
//////////////////////////////////////////////////////////////////////////
// Helpers
//////////////////////////////////////////////////////////////////////////
void updateScreen();
int32 findRect();
bool stopSound();
void checkSlots();
//////////////////////////////////////////////////////////////////////////
// Event Handling
//////////////////////////////////////////////////////////////////////////
bool init(const AsylumEvent &evt);
bool activate(const AsylumEvent &evt) { return updateScreen(), true; }
bool exitPuzzle();
private:
//////////////////////////////////////////////////////////////////////////
// Helpers
//////////////////////////////////////////////////////////////////////////
void drawText();
void playSound();
int32 checkMouse();
void updateCursor();
};
} // End of namespace Asylum
#endif // ASYLUM_PUZZLES_BOARD_H
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