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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/>.
*
*/
#include "common/debug.h"
#include "common/memstream.h"
#include "qdengine/qdengine.h"
#include "qdengine/minigames/adv/common.h"
#include "qdengine/minigames/adv/m_swap.h"
#include "qdengine/minigames/adv/RunTime.h"
#include "qdengine/minigames/adv/Rect.h"
namespace QDEngine {
typedef Rect<float, mgVect2f> Rectf;
MinigameInterface *createMinigameSwap(MinigameManager *runtime) {
return new Swap(runtime);
}
enum {
EVENT_GET,
EVENT_SWAP,
EVENT_ROTATE,
EVENT_RETURN,
EVENT_PUT_RIGHT,
EVENT_GET_RIGHT,
EVENT_CLICK,
EVENT_AUTO_ROTATE
};
const char *Swap::getStateName(int angle, bool selected) const {
static const char *selected_suf = "_sel";
static char buf[32];
buf[31] = 0;
assert(angle >= 0 && angle < _angles);
snprintf(buf, 31, "%02d%s", angle + 1, selected ? selected_suf : "");
return buf;
}
Swap::Swap(MinigameManager *runtime) {
_runtime = runtime;
if (!_runtime->getParameter("game_size", _gameSize, true) || _gameSize < 2)
return;
if ((_angles = _runtime->getParameter("angles", 4)) < 1)
return;
if ((_rotateTimePeriod = _runtime->getParameter("rotate_period", 86400.f)) < 10.f)
return;
_nextRotateTime = _runtime->getTime() + _rotateTimePeriod;
const char *name_begin = _runtime->parameter("obj_name_begin", "obj_");
Common::MemoryReadWriteStream gameData(DisposeAfterUse::YES);
for (int idx = 0; idx < _gameSize; ++idx) {
Common::String buf = Common::String::format("%s%02d", name_begin, idx + 1);
Node node(idx);
node.obj = _runtime->getObject(buf.c_str());
node.angle = 0;
node.obj.setState(getStateName(node.angle, false));
_nodes.push_back(node);
node.obj->R().write(gameData);
}
if (!_runtime->processGameData(gameData))
return;
_positions.resize(_gameSize);
GameInfo *gameInfo = _runtime->getCurrentGameInfo();
if (gameInfo) {
Common::MemoryReadStream buf((byte *)gameInfo->_gameData, gameInfo->_dataSize);
for (auto &it : _positions)
it.read(buf);
} else {
for (auto &it : _positions)
it.read(gameData);
}
_size = _runtime->getParameter("element_size", _runtime->getSize(_nodes[0].obj));
assert(_size.x > 0.f && _size.y > 0.f && _size.x < 500.f && _size.y < 500.f);
debugC(2, kDebugMinigames, "element_size = (%6.2f,%6.2f)", _size.x, _size.y);
_pickedItem = -1;
_last1 = _last2 = -1;
if (_runtime->debugMode()) {
_last1 = 0;
_last2 = 1;
rotate(_last1, _last2, false);
} else
for (int cnt = 0; cnt < 50; ++cnt) {
rotate(_runtime->rnd(0, _gameSize - 1), _runtime->rnd(0, _gameSize - 1), true, true);
swap(_runtime->rnd(0, _gameSize - 1), _runtime->rnd(0, _gameSize - 1), true);
}
setState(MinigameInterface::RUNNING);
}
Swap::~Swap() {
for (auto &it : _nodes)
_runtime->release(it.obj);
}
void Swap::quant(float dt) {
if (_pickedItem >= 0)
_runtime->setGameHelpVariant(1);
else if (_last1 >= 0)
_runtime->setGameHelpVariant(2);
else
_runtime->setGameHelpVariant(0);
if (_runtime->getTime() > _nextRotateTime) {
int item1 = _runtime->rnd(0, _gameSize - 1);
int item2 = _runtime->rnd(0, _gameSize - 1);
if (item1 != _last1 && item1 != _last2 && item1 != _pickedItem && item2 != _last1 && item2 != _last2 && item2 != _pickedItem) {
_nextRotateTime = _runtime->getTime() + _rotateTimePeriod;
rotate(item1, item2, false, true);
_runtime->event(EVENT_AUTO_ROTATE, mgVect2f(400, 300));
return;
}
}
mgVect2f mouse = _runtime->mousePosition();
int hovPlace = -1; // Номер места которое сейчас под мышкой
if (_pickedItem == -1) {
for (auto &it : _nodes)
if (it.obj.hit(mouse)) {
hovPlace = Common::distance(_nodes.begin(), &it);
break;
}
}
if (hovPlace == -1)
for (int idx = 0; idx < _gameSize; ++idx) {
Rectf rect(_size * 0.9f);
rect.center(_runtime->world2game(position(idx)));
if (rect.point_inside(mouse)) {
hovPlace = idx;
break;
}
}
if (_runtime->mouseLeftPressed()) {
if (hovPlace >= 0) { // клик по полю
if (_pickedItem == -1) { // мышь пустая, берем
deactivate();
_runtime->event(EVENT_GET, mouse);
_pickedItem = hovPlace;
} else if (_pickedItem == hovPlace) { // вернуть на место
_runtime->event(EVENT_RETURN, mouse);
put(_pickedItem, false);
_pickedItem = -1;
} else { // поменять местами
_last1 = _pickedItem;
_last2 = hovPlace;
swap(_last1, _last2, false);
_pickedItem = -1;
}
} else { // пустой клик мимо игрового поля
deactivate();
_runtime->event(EVENT_CLICK, mouse);
}
} else if (_runtime->mouseRightPressed()) {
if (_pickedItem >= 0) // если на мыши фрагмент ничего не делаем
_runtime->event(EVENT_CLICK, mouse);
else if (hovPlace == _last1 || hovPlace == _last2) // клик по выделенным
rotate(_last1, _last2, false);
else // пустой клик мимо активного места
_runtime->event(EVENT_CLICK, mouse);
}
if (_pickedItem >= 0)
_nodes[_pickedItem].obj->set_R(_runtime->game2world(mouse, -5000));
int idx = 0;
for (; idx < _gameSize; ++idx)
if (!testPlace(idx))
break;
if (idx == (int)_nodes.size()) {
deactivate();
setState(MinigameInterface::GAME_WIN);
}
}
const mgVect3f &Swap::position(int num) const {
assert(num >= 0 && num < (int)_positions.size());
return _positions[num];
}
void Swap::put(int item, bool hl) {
assert(item >= 0 && item < (int)_nodes.size());
_nodes[item].obj->set_R(position(item));
_nodes[item].obj.setState(getStateName(_nodes[item].angle, hl));
}
void Swap::deactivate() {
if (_last1 >= 0) {
assert(_last2 >= 0);
put(_last1, false);
put(_last2, false);
}
_last1 = -1;
_last2 = -1;
}
bool Swap::testPlace(int item) const {
assert(item >= 0 && item < (int)_nodes.size());
return _nodes[item].home == item && _nodes[item].angle == 0;
}
void Swap::swap(int item1, int item2, bool silent) {
assert(item1 >= 0 && item1 < (int)_nodes.size());
assert(item2 >= 0 && item2 < (int)_nodes.size());
bool res = false;
if (!silent) {
if (testPlace(item1)) { // сняли со своего места
_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item1)));
res = true;
}
if (testPlace(item2)) { // сняли со своего места
_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item2)));
res = true;
}
}
SWAP(_nodes[item1], _nodes[item2]);
put(item1, !silent);
put(item2, !silent);
if (!silent) {
if (testPlace(item1)) { // оказалась при обмене на своем месте
_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item1)));
res = true;
}
if (testPlace(item2)) { // положили на свое свое место
_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item2)));
res = true;
}
if (!res) // просто обменяли
_runtime->event(EVENT_SWAP, _runtime->mousePosition());
}
}
void Swap::rotate(int item1, int item2, bool silent, bool avto) {
assert(item1 >= 0 && item1 < (int)_nodes.size());
assert(item2 >= 0 && item2 < (int)_nodes.size());
if (!silent) {
if (testPlace(item1)) // сняли со своего места
_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item1)));
if (testPlace(item2)) // сняли со своего места
_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item2)));
}
_nodes[item1].angle = (_nodes[item1].angle + 1) % _angles;
_nodes[item2].angle = (_nodes[item2].angle + 1) % _angles;
put(item1, !avto);
put(item2, !avto);
if (!silent) {
if (testPlace(item1)) // оказалась при обмене на своем месте
_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item1)));
if (testPlace(item2)) // положили на свое свое место
_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item2)));
_runtime->event(EVENT_ROTATE, _runtime->mousePosition());
}
}
} // namespace QDEngine