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