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engines/qdengine/minigames/masky_order.h
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326
engines/qdengine/minigames/masky_order.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_MASKY_ORDER_H
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#define QDENGINE_MINIGAMES_MASKY_ORDER_H
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#include "common/debug.h"
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#include "qdengine/qd_fwd.h"
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#include "qdengine/qdcore/qd_minigame_interface.h"
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namespace QDEngine {
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const int pieceCoordsFront[24] = {
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280, 93, 284, 163, 394, 140, 505, 120, 511, 225,
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392, 255, 296, 288, 444, 369, 309, 406, 446, 479,
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289, 478, 548, 420,
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};
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const int pieceCoordsBack[24] = {
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516, 94, 511, 162, 398, 139, 293, 120, 286, 227,
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404, 247, 500, 287, 353, 363, 488, 407, 354, 476,
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508, 478, 247, 420,
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};
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class qdMaskyOrderMiniGame : public qdMiniGameInterface {
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public:
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qdMaskyOrderMiniGame() {
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for (uint i = 0; i < ARRAYSIZE(_pieces); i++)
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_pieces[i] = nullptr;
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}
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~qdMaskyOrderMiniGame() {};
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bool init(const qdEngineInterface *engine_interface) {
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debugC(1, kDebugMinigames, "MaskyOrder::init()");
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_engine = engine_interface;
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_scene = _engine->current_scene_interface();
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if (!_scene)
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return false;
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for (int i = 0; i < 12; i++)
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_pieces[i] = _scene->object_interface(_scene->minigame_parameter(Common::String::format("object_%i", i + 1).c_str()));
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_finalObj = _scene->object_interface(_scene->minigame_parameter("final"));
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_doneObj = _scene->object_interface(_scene->minigame_parameter("done_object"));
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_object3Flag = _scene->object_interface(_scene->minigame_parameter("object_3_flag"));
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_loadGameObj = _scene->object_interface(_scene->minigame_parameter("loadgame"));
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_wasInited = false;
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_isFinal = false;
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_minDepthPiece = findMinDepthPiece();
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return true;
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}
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bool quant(float dt) {
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debugC(3, kDebugMinigames, "MaskyOrder::quant(%f)", dt);
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if (!_wasInited && _loadGameObj->is_state_active("\xed\xe5\xf2")) { // "нет"
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_rotatingPiece = -1;
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_currentPieceState = -1;
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_pieceIsPut = false;
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_isFinal = false;
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_flipped = false;
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_wasInited = true;
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_loadGameObj->set_state("\xe4\xe0"); // "да"
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}
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if ( _object3Flag->is_state_active("\xe4\xe0")) { // "да"
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_flipped = true;
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_pieces[2]->set_state("back");
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_object3Flag->set_state("\xed\xe5\xf2"); // "нет"
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_minDepthPiece = findMinDepthPiece();
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mgVect3f coords = _scene->screen2world_coords(_pieces[2]->screen_R(), _minDepthPiece);
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_pieces[2]->set_R(coords);
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}
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if (_isFinal)
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return true;
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if (!checkSolution() || _scene->mouse_object_interface()) {
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qdMinigameObjectInterface *mouseObj = _scene->mouse_object_interface();
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if (_pieceIsPut) {
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for (int i = 0; i < 12; i++) {
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if (_pieces[i]->is_state_active("to_inv_flag_back")
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|| _pieces[i]->is_state_active("to_inv_flag_front")) {
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if (_pieces[i]->is_state_active("to_inv_flag_back"))
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_currentPieceState = _pieces[i]->state_index("inv_back");
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else if (_pieces[i]->is_state_active("to_inv_flag_front"))
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_currentPieceState = _pieces[i]->state_index("inv_front");
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_rotatingPiece = i;
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_pieces[i]->set_state("to_inv");
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_pieceIsPut = false;
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}
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}
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}
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if (mouseObj) {
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if (_rotatingPiece != -1) {
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_pieces[_rotatingPiece]->set_state(_currentPieceState);
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_currentPieceState = -1;
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_rotatingPiece = -1;
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}
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}
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if (_engine->is_mouse_event_active(qdmg::qdEngineInterfaceImpl::MOUSE_EV_LEFT_DOWN)) {
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mgVect2i mousePos = _engine->mouse_cursor_position();
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qdMinigameObjectInterface *obj = _scene->mouse_object_interface();
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if (obj) {
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if (obj->is_state_active("inv_back"))
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obj->set_state("back");
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else if (obj->is_state_active("inv_front"))
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obj->set_state("front");
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_minDepthPiece -= 60.0;
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mgVect3f coords = _scene->screen2world_coords(mousePos, _minDepthPiece);
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obj->set_R(coords);
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snapPieces();
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} else {
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_pieceIsPut = true;
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}
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}
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}
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if (_engine->is_mouse_event_active(qdmg::qdEngineInterfaceImpl::MOUSE_EV_RIGHT_DOWN)) {
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qdMinigameObjectInterface *obj = _scene->mouse_object_interface();
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if (obj) {
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if (obj->is_state_active("inv_back"))
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obj->set_state("inv_front");
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else if (obj->is_state_active("inv_front"))
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obj->set_state("inv_back");
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}
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}
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return true;
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}
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bool checkSolution() {
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if (_scene->mouse_object_interface())
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return false;
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if (_pieces[0]->is_state_active("front")) {
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for (int i = 0; i < 12; i++)
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if (!_pieces[0]->is_state_active("front"))
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return false;
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} else if (_pieces[0]->is_state_active("back")) {
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for (int i = 0; i < 12; i++)
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if (!_pieces[0]->is_state_active("back"))
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return false;
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} else {
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return false;
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}
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mgVect2i piecePos;
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if (_pieces[0]->is_state_active("front"))
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for (int i = 0; i < 12; i++) {
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piecePos = _pieces[i]->screen_R();
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if (ABS(pieceCoordsFront[i * 2 + 0] - piecePos.x) > 10 ||
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ABS(pieceCoordsFront[i * 2 + 1] - piecePos.y) > 10)
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return false;
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}
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if (_pieces[0]->is_state_active("back"))
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for (int i = 0; i < 12; i++) {
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piecePos = _pieces[i]->screen_R();
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if (ABS(pieceCoordsBack[i * 2 + 0] - piecePos.x) > 10 ||
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ABS(pieceCoordsBack[i * 2 + 1] - piecePos.y) > 10)
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return false;
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}
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_isFinal = true;
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_finalObj->set_state("\xe4\xe0"); // "да"
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setPiecePositions();
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return true;
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}
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void snapPieces() {
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mgVect2i piecePos;
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mgVect3f newPiecePos;
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for (int i = 0; i < 12; i++) {
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piecePos = _pieces[i]->screen_R();
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float depth = _scene->screen_depth(_pieces[i]->R());
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bool modified = false;
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if (_pieces[i]->is_state_active("front")) {
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if (ABS(pieceCoordsFront[i * 2 + 0] - piecePos.x) <= 10 &&
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ABS(pieceCoordsFront[i * 2 + 1] - piecePos.y) <= 10) {
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piecePos.x = pieceCoordsFront[i * 2 + 0];
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piecePos.y = pieceCoordsFront[i * 2 + 1];
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modified = true;
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}
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}
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if (_pieces[i]->is_state_active("back")) {
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if (ABS(pieceCoordsBack[i * 2 + 0] - piecePos.x) <= 10 &&
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ABS(pieceCoordsBack[i * 2 + 1] - piecePos.y) <= 10) {
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piecePos.x = pieceCoordsBack[i * 2 + 0];
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piecePos.y = pieceCoordsBack[i * 2 + 1];
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modified = true;
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}
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}
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if (modified) {
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newPiecePos = _scene->screen2world_coords(piecePos, depth);
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_pieces[i]->set_R(newPiecePos);
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}
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}
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}
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bool finit() {
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debugC(1, kDebugMinigames, "MaskyOrder::finit()");
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if (_scene) {
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_engine->release_scene_interface(_scene);
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_scene = 0;
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}
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return true;
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}
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bool new_game(const qdEngineInterface *engine_interface) {
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return true;
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}
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int save_game(const qdEngineInterface *engine_interface, const qdMinigameSceneInterface *scene_interface, char *buffer, int buffer_size) {
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return 0;
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}
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int load_game(const qdEngineInterface *engine_interface, const qdMinigameSceneInterface *scene_interface, const char *buffer, int buffer_size) {
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return 0;
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}
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enum { INTERFACE_VERSION = 112 };
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int version() const {
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return INTERFACE_VERSION;
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}
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private:
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float findMinDepthPiece() {
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float min = 100000.0;
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for (int i = 0; i < 12; i++) {
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float depth = _scene->screen_depth(_pieces[i]->R());
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if (min > depth)
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min = depth;
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}
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return min;
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}
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void setPiecePositions() {
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mgVect3f coords(1000.0, 1000.0, 0.0);
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for (int i = 0; i < 12; i++) {
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_pieces[i]->set_R(coords);
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}
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if (_pieces[0]->is_state_active("back"))
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_doneObj->set_state("back");
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else
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_doneObj->set_state("front");
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}
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private:
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const qdEngineInterface *_engine = nullptr;
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qdMinigameSceneInterface *_scene = nullptr;
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qdMinigameObjectInterface *_pieces[12];
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qdMinigameObjectInterface *_finalObj = nullptr;
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qdMinigameObjectInterface *_doneObj = nullptr;
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qdMinigameObjectInterface *_object3Flag = nullptr;
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qdMinigameObjectInterface *_loadGameObj = nullptr;
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bool _wasInited = false;
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bool _isFinal = false;
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bool _flipped = false;
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float _minDepthPiece = 0.0;
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int _rotatingPiece = -1;
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bool _pieceIsPut = true;
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int _currentPieceState = 0;
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};
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} // namespace QDEngine
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#endif // QDENGINE_MINIGAMES_MASKY_ORDER_H
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