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engines/qdengine/minigames/adv/m_puzzle.h
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121
engines/qdengine/minigames/adv/m_puzzle.h
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/* 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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*
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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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*
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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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#ifndef QDENGINE_MINIGAMES_ADV_M_PUZZLE_H
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#define QDENGINE_MINIGAMES_ADV_M_PUZZLE_H
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#include "qdengine/minigames/adv/MinigameInterface.h"
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#include "qdengine/minigames/adv/FlyObject.h"
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namespace QDEngine {
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MinigameInterface *createMinigamePuzzle(MinigameManager *runtime);
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class Puzzle : public MinigameInterface {
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struct Node {
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QDObject obj;
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int angle;
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int pos;
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bool inStack() const {
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return pos < -1;
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}
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bool isFree() const {
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return pos == -1;
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}
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Node() : angle(1), pos(-1) {}
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};
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typedef Std::vector<Node> Nodes;
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public:
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Puzzle(MinigameManager *runtime);
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~Puzzle();
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void quant(float dt);
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private:
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int _gameSize = 0;
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int _angles = 0;
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int _globalAngle = 0;
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float _rotateTimePeriod = 0.f;
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float _nextRotateTime = 0.f;
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bool _singleSize = false;
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mgVect2f _size;
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float _depth = 0.f;
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Nodes _nodes;
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/// Номер места с которого взяли фрагмент
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int _prevPlace = -1;
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/// Индекс фрагмента на мыши
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int _pickedItem = -1;
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int _inField = 0; // количество фрагментов на поле
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float _nextObjTime = 0.f;
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int _mouseObjPose = -1; // индекс положения фрагмента на мыши в стеке
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QDObject _stackBottom;
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int _stackSize = 0;
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mgVect2f _stackPlaceSize;
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Indexes _stack;
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Indexes _field;
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FlyQDObjects _flyObjs;
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/// скорость падения новых в стек
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float _flySpeed = 0.f;
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/// скорость возврата в стек
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float _returnSpeed = -1.f;
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Coords _positions;
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const char *getStateName(int angle, bool selected, bool small) const;
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/// повернуть фишку
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void rotate(int hovItem);
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/// проверить нахождение фишки на своем месте
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bool testPlace(int idx) const;
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/// фишка на мыши?
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bool isOnMouse(const Node& node) const;
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/// проверить фишку на предмет самостоятельного управления позиционированием
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bool isFlying(int idx) const;
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/// конверсия между номером в стеке и индексом положения
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int stidx(int idx) const;
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/// положить what в ячейку where
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void put(int where, int what, float flowSpeed = -1.f);
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/// положить на вершину инвентори
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void putOnStack(int what, float speed);
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/// вернуть с мыши в инвентори
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void returnToStack();
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/// мировые координаты слота на поле
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const mgVect3f &position(int num) const;
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/// положение N-ой фишки в инвентори
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mgVect3f stackPosition(int N) const;
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MinigameManager *_runtime;
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};
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} // namespace QDEngine
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#endif // QDENGINE_MINIGAMES_ADV_M_PUZZLE_H
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