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The puzzle may be left in a broken state when a save is initiated or when clicking a scene item while holding a puzzle piece. The held piece is now tracked inside the puzzle state object, and put in its place whenever the game is saved/the puzzle is reopened.
161 lines
4.6 KiB
C++
161 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/serializer.h"
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#include "common/array.h"
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#include "common/hashmap.h"
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#include "engines/nancy/commontypes.h"
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#ifndef NANCY_PUZZLEDATA_H
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#define NANCY_PUZZLEDATA_H
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namespace Nancy {
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// The following structs contain persistent data for specific
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// puzzle types, which is to be stored in savefiles
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struct PuzzleData {
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PuzzleData() {}
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virtual ~PuzzleData() {}
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virtual void synchronize(Common::Serializer &ser) = 0;
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};
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struct SliderPuzzleData : public PuzzleData {
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SliderPuzzleData();
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virtual ~SliderPuzzleData() {}
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static constexpr uint32 getTag() { return MKTAG('S', 'L', 'I', 'D'); }
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virtual void synchronize(Common::Serializer &ser);
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Common::Array<Common::Array<int16>> playerTileOrder;
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bool playerHasTriedPuzzle;
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};
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struct RippedLetterPuzzleData : public PuzzleData {
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RippedLetterPuzzleData();
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virtual ~RippedLetterPuzzleData() {}
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static constexpr uint32 getTag() { return MKTAG('R', 'I', 'P', 'L'); }
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virtual void synchronize(Common::Serializer &ser);
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Common::Array<int8> order;
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Common::Array<byte> rotations;
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bool playerHasTriedPuzzle;
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// Temporary values, do not save to file
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int8 _pickedUpPieceID = -1;
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byte _pickedUpPieceRot = 0;
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int _pickedUpPieceLastPos = -1;
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};
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struct TowerPuzzleData : public PuzzleData {
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TowerPuzzleData();
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virtual ~TowerPuzzleData() {}
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static constexpr uint32 getTag() { return MKTAG('T', 'O', 'W', 'R'); }
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virtual void synchronize(Common::Serializer &ser);
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Common::Array<Common::Array<int8>> order;
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bool playerHasTriedPuzzle;
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};
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struct RiddlePuzzleData : public PuzzleData {
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RiddlePuzzleData();
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virtual ~RiddlePuzzleData() {}
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static constexpr uint32 getTag() { return MKTAG('R', 'I', 'D', 'L'); }
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virtual void synchronize(Common::Serializer &ser);
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Common::Array<byte> solvedRiddleIDs;
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int8 incorrectRiddleID;
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};
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struct SoundEqualizerPuzzleData : public PuzzleData {
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SoundEqualizerPuzzleData();
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virtual ~SoundEqualizerPuzzleData() {}
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static constexpr uint32 getTag() { return MKTAG('S', 'E', 'Q', 'L'); }
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virtual void synchronize(Common::Serializer &ser);
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Common::Array<byte> sliderValues;
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};
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// Contains a single bool indicating whether the puzzle was solved
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struct SimplePuzzleData : public PuzzleData {
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SimplePuzzleData();
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virtual ~SimplePuzzleData() {}
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virtual void synchronize(Common::Serializer &ser);
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bool solvedPuzzle;
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};
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struct AssemblyPuzzleData : public SimplePuzzleData {
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static constexpr uint32 getTag() { return MKTAG('A', 'S', 'M', 'B'); }
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};
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struct JournalData : public PuzzleData {
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JournalData() {}
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virtual ~JournalData() {}
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struct Entry {
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Entry(const Common::String &s = Common::String(), uint16 m = 0, uint16 sc = kNoScene) : stringID(s), mark(m), sceneID(sc) {}
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Common::String stringID;
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uint16 mark = 0;
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uint16 sceneID = kNoScene;
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};
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static constexpr uint32 getTag() { return MKTAG('J', 'O', 'U', 'R'); }
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virtual void synchronize(Common::Serializer &ser);
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Common::HashMap<uint16, Common::Array<Entry>> journalEntries;
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};
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// Contains variables that can be read and modified through action records.
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// Mixes two separate things:
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// - the exhibit data table in nancy6
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// - the general variable storage in nancy8 and up
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// The exhibit data was only ever used in nancy6, so mixing these should be ok.
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struct TableData : public PuzzleData {
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TableData();
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virtual ~TableData() {}
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static constexpr uint32 getTag() { return MKTAG('T', 'A', 'B', 'L'); }
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virtual void synchronize(Common::Serializer &ser);
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void setSingleValue(uint16 index, int16 value);
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int16 getSingleValue(uint16 index) const;
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void setComboValue(uint16 index, float value);
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float getComboValue(uint16 index) const;
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Common::Array<int16> singleValues;
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Common::Array<float> comboValues;
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};
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PuzzleData *makePuzzleData(const uint32 tag);
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} // End of namespace Nancy
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#endif // NANCY_PUZZLEDATA_H
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