scummvm/engines/qdengine/minigames/masky_order.h
2024-10-21 18:49:46 +02:00

326 lines
8.5 KiB
C++

/* 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_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