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engines/qdengine/minigames/adv/m_swap.cpp
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301
engines/qdengine/minigames/adv/m_swap.cpp
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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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#include "common/debug.h"
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#include "common/memstream.h"
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#include "qdengine/qdengine.h"
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#include "qdengine/minigames/adv/common.h"
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#include "qdengine/minigames/adv/m_swap.h"
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#include "qdengine/minigames/adv/RunTime.h"
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#include "qdengine/minigames/adv/Rect.h"
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namespace QDEngine {
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typedef Rect<float, mgVect2f> Rectf;
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MinigameInterface *createMinigameSwap(MinigameManager *runtime) {
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return new Swap(runtime);
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}
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enum {
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EVENT_GET,
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EVENT_SWAP,
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EVENT_ROTATE,
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EVENT_RETURN,
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EVENT_PUT_RIGHT,
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EVENT_GET_RIGHT,
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EVENT_CLICK,
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EVENT_AUTO_ROTATE
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};
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const char *Swap::getStateName(int angle, bool selected) const {
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static const char *selected_suf = "_sel";
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static char buf[32];
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buf[31] = 0;
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assert(angle >= 0 && angle < _angles);
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snprintf(buf, 31, "%02d%s", angle + 1, selected ? selected_suf : "");
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return buf;
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}
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Swap::Swap(MinigameManager *runtime) {
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_runtime = runtime;
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if (!_runtime->getParameter("game_size", _gameSize, true) || _gameSize < 2)
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return;
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if ((_angles = _runtime->getParameter("angles", 4)) < 1)
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return;
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if ((_rotateTimePeriod = _runtime->getParameter("rotate_period", 86400.f)) < 10.f)
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return;
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_nextRotateTime = _runtime->getTime() + _rotateTimePeriod;
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const char *name_begin = _runtime->parameter("obj_name_begin", "obj_");
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Common::MemoryReadWriteStream gameData(DisposeAfterUse::YES);
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for (int idx = 0; idx < _gameSize; ++idx) {
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Common::String buf = Common::String::format("%s%02d", name_begin, idx + 1);
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Node node(idx);
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node.obj = _runtime->getObject(buf.c_str());
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node.angle = 0;
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node.obj.setState(getStateName(node.angle, false));
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_nodes.push_back(node);
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node.obj->R().write(gameData);
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}
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if (!_runtime->processGameData(gameData))
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return;
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_positions.resize(_gameSize);
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GameInfo *gameInfo = _runtime->getCurrentGameInfo();
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if (gameInfo) {
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Common::MemoryReadStream buf((byte *)gameInfo->_gameData, gameInfo->_dataSize);
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for (auto &it : _positions)
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it.read(buf);
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} else {
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for (auto &it : _positions)
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it.read(gameData);
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}
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_size = _runtime->getParameter("element_size", _runtime->getSize(_nodes[0].obj));
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assert(_size.x > 0.f && _size.y > 0.f && _size.x < 500.f && _size.y < 500.f);
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debugC(2, kDebugMinigames, "element_size = (%6.2f,%6.2f)", _size.x, _size.y);
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_pickedItem = -1;
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_last1 = _last2 = -1;
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if (_runtime->debugMode()) {
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_last1 = 0;
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_last2 = 1;
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rotate(_last1, _last2, false);
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} else
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for (int cnt = 0; cnt < 50; ++cnt) {
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rotate(_runtime->rnd(0, _gameSize - 1), _runtime->rnd(0, _gameSize - 1), true, true);
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swap(_runtime->rnd(0, _gameSize - 1), _runtime->rnd(0, _gameSize - 1), true);
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}
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setState(MinigameInterface::RUNNING);
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}
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Swap::~Swap() {
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for (auto &it : _nodes)
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_runtime->release(it.obj);
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}
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void Swap::quant(float dt) {
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if (_pickedItem >= 0)
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_runtime->setGameHelpVariant(1);
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else if (_last1 >= 0)
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_runtime->setGameHelpVariant(2);
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else
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_runtime->setGameHelpVariant(0);
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if (_runtime->getTime() > _nextRotateTime) {
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int item1 = _runtime->rnd(0, _gameSize - 1);
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int item2 = _runtime->rnd(0, _gameSize - 1);
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if (item1 != _last1 && item1 != _last2 && item1 != _pickedItem && item2 != _last1 && item2 != _last2 && item2 != _pickedItem) {
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_nextRotateTime = _runtime->getTime() + _rotateTimePeriod;
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rotate(item1, item2, false, true);
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_runtime->event(EVENT_AUTO_ROTATE, mgVect2f(400, 300));
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return;
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}
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}
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mgVect2f mouse = _runtime->mousePosition();
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int hovPlace = -1; // Номер места которое сейчас под мышкой
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if (_pickedItem == -1) {
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for (auto &it : _nodes)
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if (it.obj.hit(mouse)) {
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hovPlace = Common::distance(_nodes.begin(), &it);
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break;
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}
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}
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if (hovPlace == -1)
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for (int idx = 0; idx < _gameSize; ++idx) {
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Rectf rect(_size * 0.9f);
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rect.center(_runtime->world2game(position(idx)));
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if (rect.point_inside(mouse)) {
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hovPlace = idx;
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break;
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}
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}
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if (_runtime->mouseLeftPressed()) {
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if (hovPlace >= 0) { // клик по полю
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if (_pickedItem == -1) { // мышь пустая, берем
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deactivate();
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_runtime->event(EVENT_GET, mouse);
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_pickedItem = hovPlace;
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} else if (_pickedItem == hovPlace) { // вернуть на место
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_runtime->event(EVENT_RETURN, mouse);
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put(_pickedItem, false);
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_pickedItem = -1;
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} else { // поменять местами
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_last1 = _pickedItem;
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_last2 = hovPlace;
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swap(_last1, _last2, false);
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_pickedItem = -1;
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}
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} else { // пустой клик мимо игрового поля
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deactivate();
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_runtime->event(EVENT_CLICK, mouse);
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}
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} else if (_runtime->mouseRightPressed()) {
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if (_pickedItem >= 0) // если на мыши фрагмент ничего не делаем
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_runtime->event(EVENT_CLICK, mouse);
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else if (hovPlace == _last1 || hovPlace == _last2) // клик по выделенным
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rotate(_last1, _last2, false);
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else // пустой клик мимо активного места
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_runtime->event(EVENT_CLICK, mouse);
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}
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if (_pickedItem >= 0)
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_nodes[_pickedItem].obj->set_R(_runtime->game2world(mouse, -5000));
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int idx = 0;
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for (; idx < _gameSize; ++idx)
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if (!testPlace(idx))
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break;
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if (idx == (int)_nodes.size()) {
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deactivate();
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setState(MinigameInterface::GAME_WIN);
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}
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}
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const mgVect3f &Swap::position(int num) const {
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assert(num >= 0 && num < (int)_positions.size());
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return _positions[num];
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}
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void Swap::put(int item, bool hl) {
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assert(item >= 0 && item < (int)_nodes.size());
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_nodes[item].obj->set_R(position(item));
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_nodes[item].obj.setState(getStateName(_nodes[item].angle, hl));
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}
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void Swap::deactivate() {
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if (_last1 >= 0) {
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assert(_last2 >= 0);
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put(_last1, false);
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put(_last2, false);
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}
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_last1 = -1;
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_last2 = -1;
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}
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bool Swap::testPlace(int item) const {
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assert(item >= 0 && item < (int)_nodes.size());
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return _nodes[item].home == item && _nodes[item].angle == 0;
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}
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void Swap::swap(int item1, int item2, bool silent) {
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assert(item1 >= 0 && item1 < (int)_nodes.size());
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assert(item2 >= 0 && item2 < (int)_nodes.size());
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bool res = false;
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if (!silent) {
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if (testPlace(item1)) { // сняли со своего места
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_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item1)));
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res = true;
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}
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if (testPlace(item2)) { // сняли со своего места
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_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item2)));
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res = true;
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}
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}
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SWAP(_nodes[item1], _nodes[item2]);
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put(item1, !silent);
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put(item2, !silent);
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if (!silent) {
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if (testPlace(item1)) { // оказалась при обмене на своем месте
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_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item1)));
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res = true;
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}
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if (testPlace(item2)) { // положили на свое свое место
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_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item2)));
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res = true;
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}
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if (!res) // просто обменяли
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_runtime->event(EVENT_SWAP, _runtime->mousePosition());
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}
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}
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void Swap::rotate(int item1, int item2, bool silent, bool avto) {
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assert(item1 >= 0 && item1 < (int)_nodes.size());
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assert(item2 >= 0 && item2 < (int)_nodes.size());
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if (!silent) {
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if (testPlace(item1)) // сняли со своего места
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_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item1)));
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if (testPlace(item2)) // сняли со своего места
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_runtime->event(EVENT_GET_RIGHT, _runtime->world2game(position(item2)));
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}
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_nodes[item1].angle = (_nodes[item1].angle + 1) % _angles;
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_nodes[item2].angle = (_nodes[item2].angle + 1) % _angles;
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put(item1, !avto);
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put(item2, !avto);
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if (!silent) {
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if (testPlace(item1)) // оказалась при обмене на своем месте
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_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item1)));
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if (testPlace(item2)) // положили на свое свое место
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_runtime->event(EVENT_PUT_RIGHT, _runtime->world2game(position(item2)));
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_runtime->event(EVENT_ROTATE, _runtime->mousePosition());
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}
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}
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} // namespace QDEngine
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