scummvm/engines/qdengine/minigames/kartiny.h
2024-11-13 00:05:54 +00:00

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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/>.
*
*/
#ifndef QDENGINE_MINIGAMES_KARTINY_H
#define QDENGINE_MINIGAMES_KARTINY_H
#include "common/debug.h"
#include "qdengine/qd_fwd.h"
#include "qdengine/qdcore/qd_minigame_interface.h"
namespace QDEngine {
class qdKartinyMiniGame : public qdMiniGameInterface {
public:
qdKartinyMiniGame() {}
~qdKartinyMiniGame() {}
bool init(const qdEngineInterface *engine_interface) {
debugC(1, kDebugMinigames, "Kartiny::init()");
_engine = engine_interface;
_scene = engine_interface->current_scene_interface();
if (!_scene)
return 0;
_bg_clickObj = _scene->object_interface(_scene->minigame_parameter("zad_click_flag_name"));
_bg1_l2Obj = _scene->object_interface(_scene->minigame_parameter("zad1_l2_object_name"));
_bg2_l2Obj = _scene->object_interface(_scene->minigame_parameter("zad2_l2_object_name"));
_bg3_l2Obj = _scene->object_interface(_scene->minigame_parameter("zad3_l2_object_name"));
_bg4_l2Obj = _scene->object_interface(_scene->minigame_parameter("zad4_l2_object_name"));
_doneObj = _scene->object_interface(_scene->minigame_parameter("done"));
_startObj = _scene->object_interface(_scene->minigame_parameter("start"));
_activateObj = _scene->object_interface(_scene->minigame_parameter("activate"));
_zFlagObj = _scene->object_interface(_scene->minigame_parameter("z_flag"));
_startObj2 = _scene->object_interface(_scene->minigame_parameter("start"));
_wasInited = 0;
_artDepth = -1.0;
return true;
}
bool quant(float dt) {
debugC(3, kDebugMinigames, "Kartiny::quant(%f)", dt);
mgVect3f newPiecePos;
mgVect2i piecePos;
float depth1 = _scene->screen_depth(_bg1_l2Obj->R());
float depth2 = _scene->screen_depth(_bg2_l2Obj->R());
float depth3 = _scene->screen_depth(_bg3_l2Obj->R());
float depth4 = _scene->screen_depth(_bg4_l2Obj->R());
if (depth4 >= depth3 || depth3 >= depth2 || depth2 >= depth1)
_zFlagObj->set_state("\xed\xe5\xf2"); // "нет"
else
_zFlagObj->set_state("\xe4\xe0"); // "да"
if (!_wasInited) {
if (_startObj->is_state_active("\xe7\xe0\xe4\xed\xe8\xea\xe8 \xee\xef\xf3\xf9\xe5\xed\xfb")) // "задники опущены"
_wasInited = 1;
if (!_wasInited) {
if (_startObj->is_state_active("\xed\xe5\xf2")) { // "нет"
_bg1_l2Obj->set_R(_scene->screen2world_coords(mgVect2i(400, -300), 600.0));
_bg2_l2Obj->set_R(_scene->screen2world_coords(mgVect2i(200, -300), 400.0));
_bg3_l2Obj->set_R(_scene->screen2world_coords(mgVect2i(400, -300), 200.0));
_bg4_l2Obj->set_R(_scene->screen2world_coords(mgVect2i(600, -300), 0.0));
_stage = 4;
_artDepth = -50.0;
_activateObj->set_state("\xe7\xe0\xe4\xed\xe8\xea\x34"); // "задник4"
_startObj->set_state("\xe4\xe0"); // "да"
} else {
if (_startObj->is_state_active("\xe4\xe0")) { // "да"
if (_bg1_l2Obj->screen_R().y < 100) {
piecePos.x = 400;
piecePos.y = _bg1_l2Obj->screen_R().y + 3;
_bg1_l2Obj->set_R(_scene->screen2world_coords(piecePos, 600.0));
}
if (_bg2_l2Obj->screen_R().y < 50) {
piecePos.x = 200;
piecePos.y = _bg2_l2Obj->screen_R().y + 2;
_bg2_l2Obj->set_R(_scene->screen2world_coords(piecePos, 400.0));
}
if (_bg3_l2Obj->screen_R().y < 85) {
piecePos.x = 400;
piecePos.y = _bg3_l2Obj->screen_R().y + 2;
_bg3_l2Obj->set_R(_scene->screen2world_coords(piecePos, 200.0));
}
if (_bg4_l2Obj->screen_R().y < 0) {
piecePos.x = 600;
piecePos.y = _bg4_l2Obj->screen_R().y + 2;
_bg4_l2Obj->set_R(_scene->screen2world_coords(piecePos, 0.0));
}
if (_bg1_l2Obj->screen_R().y >= 100
&& _bg2_l2Obj->screen_R().y >= 50
&& _bg3_l2Obj->screen_R().y >= 85
&& _bg4_l2Obj->screen_R().y >= 0) {
_wasInited = 1;
_startObj->set_state("\xe7\xe0\xe4\xed\xe8\xea\xe8 \xee\xef\xf3\xf9\xe5\xed\xfb"); // "задники опущены"
}
}
if (_startObj->is_state_active("\xe7\xe0\xe4\xed\xe8\xea\xe8 \xee\xef\xf3\xf9\xe5\xed\xfb") // "задники опущены"
&& _artDepth == -1.0) {
_artState[0].depth = _scene->screen_depth(_bg1_l2Obj->R());
_artState[0].num = 1;
_artState[1].depth = _scene->screen_depth(_bg2_l2Obj->R());
_artState[1].num = 2;
_artState[2].depth = _scene->screen_depth(_bg3_l2Obj->R());
_artState[2].num = 3;
_artState[3].depth = _scene->screen_depth(_bg4_l2Obj->R());
_artState[3].num = 4;
// Sort
for (int i = 0; i < 3; i++) {
while (_artState[i + 1].depth < _artState[i].depth) {
int num = _artState[i].num;
float depth = _artState[i].depth;
_artState[i].depth = _artState[i + 1].depth;
_artState[i].num = _artState[i + 1].num;
_artState[i + 1].depth = depth;
_artState[i + 1].num = num;
i = 0;
}
}
_wasInited = 1;
_stage = _artState[0].num;
_artDepth = _artState[0].depth;
}
}
}
}
if (!checkSolution() && _wasInited) {
_doneObj->set_state("false");
if (_engine->is_key_pressed(VK_LEFT)
|| _engine->is_key_pressed(VK_RIGHT)
|| _engine->is_key_pressed(VK_UP)
|| _engine->is_key_pressed(VK_DOWN)) {
++_keyDownCounter;
} else {
_keyDownCounter = 0;
}
if (_engine->is_key_pressed(VK_LEFT)) {
switch (_stage) {
case 1:
moveLeft(_bg1_l2Obj);
break;
case 2:
moveLeft(_bg2_l2Obj);
break;
case 3:
moveLeft(_bg3_l2Obj);
break;
case 4:
moveLeft(_bg4_l2Obj);
break;
default:
break;
}
}
if (_engine->is_key_pressed(VK_RIGHT)) {
switch (_stage) {
case 1:
moveRight(_bg1_l2Obj);
break;
case 2:
moveRight(_bg2_l2Obj);
break;
case 3:
moveRight(_bg3_l2Obj);
break;
case 4:
moveRight(_bg4_l2Obj);
break;
default:
break;
}
}
if (_engine->is_key_pressed(VK_UP)) {
switch (_stage) {
case 1:
moveUp(_bg1_l2Obj);
break;
case 2:
moveUp(_bg2_l2Obj);
break;
case 3:
moveUp(_bg3_l2Obj);
break;
case 4:
moveUp(_bg4_l2Obj);
break;
default:
break;
}
}
if (_engine->is_key_pressed(VK_DOWN)) {
switch (_stage) {
case 1:
moveDown(_bg1_l2Obj);
break;
case 2:
moveDown(_bg2_l2Obj);
break;
case 3:
moveDown(_bg3_l2Obj);
break;
case 4:
moveDown(_bg4_l2Obj);
break;
default:
break;
}
}
if ((_bg_clickObj->is_state_active("zad1_level2")
|| _activateObj->is_state_active("\xe7\xe0\xe4\xed\xe8\xea\x31")) && _stage != 1) { // "задник1"
_stage = 1;
_activateObj->set_state("\xe7\xe0\xe4\xed\xe8\xea\x31"); // "задник1"
_artDepth -= 200.0;
_bg1_l2Obj->set_R(_scene->screen2world_coords(_bg1_l2Obj->screen_R(), _artDepth));
snapPieces();
}
if ((_bg_clickObj->is_state_active("zad2_level2")
|| _activateObj->is_state_active("\xe7\xe0\xe4\xed\xe8\xea\x32")) && _stage != 2) { // "задник2"
_stage = 2;
_activateObj->set_state("\xe7\xe0\xe4\xed\xe8\xea\x32"); // "задник2"
_artDepth -= 200.0;
_bg2_l2Obj->set_R(_scene->screen2world_coords(_bg2_l2Obj->screen_R(), _artDepth));
snapPieces();
}
if ((_bg_clickObj->is_state_active("zad3_level2")
|| _activateObj->is_state_active("\xe7\xe0\xe4\xed\xe8\xea\x33")) && _stage != 3) { // "задник3"
_stage = 3;
_activateObj->set_state("\xe7\xe0\xe4\xed\xe8\xea\x33"); // "задник3"
_artDepth -= 200.0;
_bg3_l2Obj->set_R(_scene->screen2world_coords(_bg3_l2Obj->screen_R(), _artDepth));
snapPieces();
}
if ((_bg_clickObj->is_state_active("zad4_level2")
|| _activateObj->is_state_active("\xe7\xe0\xe4\xed\xe8\xea\x34")) && _stage != 4) { // "задник4"
_stage = 4;
_activateObj->set_state("\xe7\xe0\xe4\xed\xe8\xea\x34"); // "задник4"
_artDepth -= 200.0;
_bg4_l2Obj->set_R(_scene->screen2world_coords(_bg4_l2Obj->screen_R(), _artDepth));
snapPieces();
}
}
return true;
}
bool finit() {
debugC(1, kDebugMinigames, "Kartiny::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 = 99 };
int version() const {
return INTERFACE_VERSION;
}
private:
void snapPieces() {
mgVect2i piecePos;
mgVect3f newPiecePos;
float depth;
piecePos = _bg1_l2Obj->screen_R();
depth = _scene->screen_depth(_bg1_l2Obj->R());
if (ABS(399 - ABS(piecePos.x)) <= 10 && ABS(278 - ABS(piecePos.y)) <= 10) {
piecePos.x = 399;
piecePos.y = 278;
newPiecePos = _scene->screen2world_coords(piecePos, depth);
_bg1_l2Obj->set_R(newPiecePos);
}
piecePos = _bg2_l2Obj->screen_R();
depth = _scene->screen_depth(_bg2_l2Obj->R());
if (piecePos.x >= 387 && piecePos.x <= 440 && ABS(267 - ABS(piecePos.y)) <= 20) {
piecePos.x = 408;
piecePos.y = 267;
newPiecePos = _scene->screen2world_coords(piecePos, depth);
_bg2_l2Obj->set_R(newPiecePos);
}
piecePos = _bg3_l2Obj->screen_R();
depth = _scene->screen_depth(_bg3_l2Obj->R());
if (ABS(ABS(piecePos.x) - 413) < 25 && ABS(ABS(piecePos.y) - 43) < 40) {
piecePos.x = 406;
piecePos.y = -43;
newPiecePos = _scene->screen2world_coords(piecePos, depth);
_bg3_l2Obj->set_R(newPiecePos);
}
}
void moveDown(qdMinigameObjectInterface *obj) {
int speed = MAX(10, _keyDownCounter / 10 + 1);
int maxCoords;
if (obj == _bg1_l2Obj)
maxCoords = 279;
else if (obj == _bg2_l2Obj)
maxCoords = 267;
// FIXME: Remove this as covered by the default case?
//else if (obj == _bg3_l2Obj)
// maxCoords = 258;
else
maxCoords = 258;
mgVect2i objPos = obj->screen_R();
if (objPos.y + speed < maxCoords)
objPos.y += speed;
obj->set_R(_scene->screen2world_coords(objPos, _artDepth));
}
void moveUp(qdMinigameObjectInterface *obj) {
int speed = MAX(10, _keyDownCounter / 10 + 1);
mgVect2i objPos = obj->screen_R();
if (objPos.y > -100)
objPos.y -= speed;
obj->set_R(_scene->screen2world_coords(objPos, _artDepth));
}
void moveRight(qdMinigameObjectInterface *obj) {
int speed = MAX(10, _keyDownCounter / 10 + 1);
mgVect2i objPos = obj->screen_R();
if (objPos.x < 900)
objPos.x += speed;
obj->set_R(_scene->screen2world_coords(objPos, _artDepth));
}
void moveLeft(qdMinigameObjectInterface *obj) {
int speed = MAX(10, _keyDownCounter / 10 + 1);
mgVect2i objPos = obj->screen_R();
if (objPos.x > -100)
objPos.x -= speed;
obj->set_R(_scene->screen2world_coords(objPos, _artDepth));
}
bool checkSolution() {
if (_scene->screen_depth(_bg1_l2Obj->R()) < _scene->screen_depth(_bg2_l2Obj->R()))
return false;
if (_scene->screen_depth(_bg2_l2Obj->R()) < _scene->screen_depth(_bg3_l2Obj->R()))
return false;
if (_scene->screen_depth(_bg3_l2Obj->R()) < _scene->screen_depth(_bg4_l2Obj->R()))
return false;
if (ABS(_bg1_l2Obj->screen_R().x - 399) > 5
|| ABS(_bg1_l2Obj->screen_R().y - 278) > 5
|| (ABS(_bg2_l2Obj->screen_R().x - 407) > 10
&& ABS(_bg2_l2Obj->screen_R().x - 420) > 10)) // copy/paste error in the originaL?
return false;
if (ABS(_bg2_l2Obj->screen_R().y - 267) > 10)
return false;
if (_bg2_l2Obj->screen_R().x - _bg3_l2Obj->screen_R().x > 6)
return false;
if (_bg3_l2Obj->screen_R().x - _bg2_l2Obj->screen_R().x > 5)
return false;
if (ABS(_bg3_l2Obj->screen_R().y + 43) > 10)
return false;
if (_bg4_l2Obj->screen_R().x - _bg3_l2Obj->screen_R().x > 5)
return false;
if (_bg3_l2Obj->screen_R().x - _bg4_l2Obj->screen_R().x > 3)
return false;
if (ABS(_bg4_l2Obj->screen_R().y + 42) > 10)
return false;
if (ABS(_bg4_l2Obj->screen_R().y) - ABS(_bg3_l2Obj->screen_R().y) > 3)
return false;
_doneObj->set_state("true");
return true;
}
private:
const qdEngineInterface *_engine = nullptr;
qdMinigameSceneInterface *_scene = nullptr;
qdMinigameObjectInterface *_bg_clickObj = nullptr;
qdMinigameObjectInterface *_bg1_l2Obj = nullptr;
qdMinigameObjectInterface *_bg2_l2Obj = nullptr;
qdMinigameObjectInterface *_bg3_l2Obj = nullptr;
qdMinigameObjectInterface *_bg4_l2Obj = nullptr;
qdMinigameObjectInterface *_doneObj = nullptr;
qdMinigameObjectInterface *_startObj = nullptr;
qdMinigameObjectInterface *_activateObj = nullptr;
qdMinigameObjectInterface *_zFlagObj = nullptr;
qdMinigameObjectInterface *_startObj2 = nullptr;
bool _wasInited = false;
float _artDepth = -1.0;
int _keyDownCounter = 0;
int _stage = 0;
struct {
float depth = 0;
int num = 0;
} _artState[4];
};
} // namespace QDEngine
#endif // QDENGINE_MINIGAMES_KARTINY_H