[Scummvm-git-logs] scummvm master -> 69c5bb215838f47c7d0a4373ba22e3ab4749e2c4
sev-
noreply at scummvm.org
Sun Sep 22 20:19:44 UTC 2024
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
ac7cc6f0de QDENGINE: Initial code for ShveikPortret.dll minigame
69c5bb2158 QDENGINE: Replaced string constants in ShveikPortret minigame
Commit: ac7cc6f0de130e93cc2cba9a077f75e314629d91
https://github.com/scummvm/scummvm/commit/ac7cc6f0de130e93cc2cba9a077f75e314629d91
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2024-09-22T22:19:25+02:00
Commit Message:
QDENGINE: Initial code for ShveikPortret.dll minigame
Changed paths:
A engines/qdengine/minigames/shveik_portret.h
engines/qdengine/qdcore/qd_minigame.cpp
diff --git a/engines/qdengine/minigames/shveik_portret.h b/engines/qdengine/minigames/shveik_portret.h
new file mode 100644
index 00000000000..05181199ff4
--- /dev/null
+++ b/engines/qdengine/minigames/shveik_portret.h
@@ -0,0 +1,368 @@
+/* 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_SHVEIK_PORTRET_H
+#define QDENGINE_MINIGAMES_SHVEIK_PORTRET_H
+
+#include "common/debug.h"
+
+#include "qdengine/qd_fwd.h"
+#include "qdengine/qdcore/qd_minigame_interface.h"
+
+namespace QDEngine {
+
+class qdShveikPortretMiniGame : public qdMiniGameInterface {
+public:
+ qdShveikPortretMiniGame() {}
+ ~qdShveikPortretMiniGame() {}
+
+ bool init(const qdEngineInterface *engine_interface) {
+ debugC(1, kDebugMinigames, "ShveikPortret::init()");
+
+ _objArray[1].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31"); // "обÑекÑ1"
+ _objArray[1].x = -1;
+ _objArray[1].y = -1;
+ _objArray[2].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x32"); // "обÑекÑ2"
+ _objArray[2].x = -1;
+ _objArray[2].y = -1;
+ _objArray[3].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x33"); // "обÑекÑ3"
+ _objArray[3].x = -1;
+ _objArray[3].y = -1;
+ _objArray[4].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x34"); // "обÑекÑ4"
+ _objArray[4].x = -1;
+ _objArray[4].y = -1;
+ _objArray[5].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x35"); // "обÑекÑ5"
+ _objArray[5].x = -1;
+ _objArray[5].y = -1;
+ _objArray[6].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x36"); // "обÑекÑ6"
+ _objArray[6].x = -1;
+ _objArray[6].y = -1;
+ _objArray[7].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x37"); // "обÑекÑ7"
+ _objArray[7].x = -1;
+ _objArray[7].y = -1;
+ _objArray[8].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x38"); // "обÑекÑ8"
+ _objArray[8].x = -1;
+ _objArray[8].y = -1;
+ _objArray[9].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x39"); // "обÑекÑ9"
+ _objArray[9].x = -1;
+ _objArray[9].y = -1;
+ _objArray[10].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x30"); // "обÑекÑ10"
+ _objArray[10].x = -1;
+ _objArray[10].y = -1;
+ _objArray[11].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x31"); // "обÑекÑ11"
+ _objArray[11].x = -1;
+ _objArray[11].y = -1;
+ _objArray[12].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x32"); // "обÑекÑ12"
+ _objArray[12].x = -1;
+ _objArray[12].y = -1;
+ _objArray[13].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x33"); // "обÑекÑ13"
+ _objArray[13].x = -1;
+ _objArray[13].y = -1;
+ _objArray[14].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x34"); // "обÑекÑ14"
+ _objArray[14].x = -1;
+ _objArray[14].y = -1;
+ _objArray[15].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x35"); // "обÑекÑ15"
+ _objArray[15].x = -1;
+ _objArray[15].y = -1;
+ _objArray[16].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x36"); // "обÑекÑ16"
+ _objArray[16].x = -1;
+ _objArray[16].y = -1;
+ _objArray[17].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x37"); // "обÑекÑ17"
+ _objArray[17].x = -1;
+ _objArray[17].y = -1;
+ _objArray[18].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x38"); // "обÑекÑ18"
+ _objArray[18].x = -1;
+ _objArray[18].y = -1;
+ _objArray[19].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x31\x39"); // "обÑекÑ19"
+ _objArray[19].x = -1;
+ _objArray[19].y = -1;
+ _objArray[20].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x32\x30"); // "обÑекÑ20"
+ _objArray[20].x = -1;
+ _objArray[20].y = -1;
+ _objArray[21].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x32\x31"); // "обÑекÑ21"
+ _objArray[21].x = -1;
+ _objArray[21].y = -1;
+ _objArray[22].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x32\x32"); // "обÑекÑ22"
+ _objArray[22].x = -1;
+ _objArray[22].y = -1;
+ _objArray[23].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x32\x33"); // "обÑекÑ23"
+ _objArray[23].x = -1;
+ _objArray[23].y = -1;
+ _objArray[24].obj = _scene->object_interface("\xee\xe1\xfa\xe5\xea\xf2\x32\x34"); // "обÑекÑ24"
+ _objArray[24].x = -1;
+ _objArray[24].y = -1;
+
+ _clickObj = _scene->object_interface("$клики обÑекÑом");
+ _maskOutsideObj = _scene->object_interface("_ÐÐСÐРмеÑÑо за полем");
+ _objectClickObj = _scene->object_interface("$клики по обÑекÑÑ");
+ _doneObj = _scene->object_interface("$done");
+ _wasStartedObj = _scene->object_interface("$запÑÑк_бÑл");
+ _oneAbsentObj = _scene->object_interface("$one_absent");
+ _exitClickObj = _scene->object_interface("$клик по вÑÑ
одÑ");
+ _completePicObj = _scene->object_interface("гоÑÐ¾Ð²Ð°Ñ ÐºÐ°ÑÑинка");
+
+ _currentPieceRow = -1;
+ _currentPieceCol = -1;
+
+ if (_wasStartedObj->is_state_active("неÑ")) {
+ // srand(time(0))
+
+ for (int i = 1; i <= 24; i++) {
+ switch (qd_rnd(3)) {
+ case 0:
+ _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 0");
+ break;
+ case 1:
+ _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 90");
+ break;
+ case 2:
+ _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 180");
+ break;
+ case 3:
+ _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 270");
+ break;
+ default:
+ break;
+ }
+ }
+
+ _wasStartedObj->set_state("да");
+
+ for (int i = 0; i < 7; i++)
+ for (int j = 0; j < 6; j++) {
+ _fieldState[i][j].angle = -1;
+ _fieldState[i][j].pieceNum = -1;
+ }
+
+ } else {
+ for (int i = 0; i < 7; i++)
+ for (int j = 0; j < 6; j++) {
+ _fieldState[i][j].angle = -1;
+ _fieldState[i][j].pieceNum = -1;
+ }
+
+ if (!_doneObj->is_state_active("да"))
+ processState();
+ }
+
+ _solutionState[1].pieceNum = 1;
+ _solutionState[1].angle = 0;
+ _solutionState[2].pieceNum = 2;
+ _solutionState[2].angle = 0;
+ _solutionState[3].pieceNum = 3;
+ _solutionState[3].angle = 0;
+ _solutionState[4].pieceNum = 4;
+ _solutionState[4].angle = 0;
+ _solutionState[5].pieceNum = 5;
+ _solutionState[5].angle = 0;
+ _solutionState[6].pieceNum = 6;
+ _solutionState[6].angle = 0;
+ _solutionState[8].pieceNum = 7;
+ _solutionState[8].angle = 0;
+ _solutionState[9].pieceNum = 8;
+ _solutionState[9].angle = 0;
+ _solutionState[10].pieceNum = 9;
+ _solutionState[10].angle = 0;
+ _solutionState[11].pieceNum = 10;
+ _solutionState[11].angle = 0;
+ _solutionState[12].pieceNum = 11;
+ _solutionState[12].angle = 0;
+ _solutionState[13].pieceNum = 12;
+ _solutionState[13].angle = 0;
+ _solutionState[15].pieceNum = 13;
+ _solutionState[15].angle = 0;
+ _solutionState[16].pieceNum = 14;
+ _solutionState[16].angle = 0;
+ _solutionState[17].pieceNum = 15;
+ _solutionState[17].angle = 0;
+ _solutionState[18].pieceNum = 16;
+ _solutionState[18].angle = 0;
+ _solutionState[19].pieceNum = 17;
+ _solutionState[19].angle = 0;
+ _solutionState[20].pieceNum = 18;
+ _solutionState[20].angle = 0;
+ _solutionState[22].pieceNum = 19;
+ _solutionState[22].angle = 0;
+ _solutionState[23].pieceNum = 20;
+ _solutionState[23].angle = 0;
+ _solutionState[24].pieceNum = 21;
+ _solutionState[24].angle = 0;
+ _solutionState[25].pieceNum = 22;
+ _solutionState[25].angle = 0;
+ _solutionState[26].pieceNum = 23;
+ _solutionState[26].angle = 0;
+ _solutionState[27].pieceNum = 24;
+ _solutionState[27].angle = 0;
+
+ _exitClickObj->set_state("неÑ");
+ _draggedInvObjectState = 0;
+ _draggedObjectState = 0;
+
+ setPiecesDepth();
+ setPiecesPos();
+
+ if (_oneAbsentObj->is_state_active("неÑ")) {
+ _objArray[2].obj->set_R(_scene->screen2world_coords(mgVect2i(700, 500), 0.0));
+ _oneAbsentObj->set_state("Ñлаг оÑÑабоÑан");
+ }
+
+ return true;
+ }
+
+ bool quant(float dt) {
+ debugC(3, kDebugMinigames, "ShveikPortret::quant(%f)", dt);
+
+ return true;
+ }
+
+ bool finit() {
+ debugC(1, kDebugMinigames, "ShveikPortret::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:
+ void processState() {
+ for (int i = 1; i <= 24; i++) {
+ if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 0")
+ || _objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 90")
+ || _objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 180")
+ || _objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 270")) {
+ mgVect2i pos = _objArray[i].obj->screen_R();
+
+ _objArray[i].x = (pos.x - 204) / 99 + 1;
+ _objArray[i].y = (pos.y - 4) / 99 + 1;
+ _fieldState[_objArray[i].x][_objArray[i].y].pieceNum = i;
+
+ if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 0")) {
+ _fieldState[_objArray[i].x][_objArray[i].y].angle = 0;
+ } else if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 90")) {
+ _fieldState[_objArray[i].x][_objArray[i].y].angle = 90;
+ } else if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 180")) {
+ _fieldState[_objArray[i].x][_objArray[i].y].angle = 180;
+ } else if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 270")) {
+ _fieldState[_objArray[i].x][_objArray[i].y].angle = 270;
+ }
+ } else {
+ _objArray[i].x = -1;
+ _objArray[i].y = -1;
+ }
+ }
+ }
+
+ void setPiecesDepth() {
+ for (int i = 1; i <= 24; i++) {
+ _objArray[i].depth = i;
+ _objArray[i].obj->set_R(_scene->screen2world_coords(_objArray[i].obj->screen_R(), 0.0));
+ }
+ }
+
+ void setPiecesPos() {
+ int target = -1;
+
+ for (int j = 1; j <= 24; j++) {
+ int i;
+ for (i = 1; i <= 24; ++i) {
+ if (j == _objArray[i].depth)
+ i = 26;
+ }
+
+ if (i == 25) {
+ target = j;
+ break;
+ }
+ }
+
+ if (target != -1) {
+ for (int i = 1; i <= 24; i++) {
+ if (target < _objArray[i].depth)
+ _objArray[i].depth -= 1.0;
+ }
+
+ for (int i = 1; i <= 24; i++) {
+ _objArray[i].obj->set_R(_scene->screen2world_coords(_objArray[i].obj->screen_R(), 100.0 - _objArray[i].depth * 100.0));
+ }
+ }
+ }
+
+private:
+ const qdEngineInterface *_engine = nullptr;
+ qdMinigameSceneInterface *_scene = nullptr;
+
+ struct PieceState {
+ int pieceNum = -1;
+ int angle = -1;
+ };
+
+ struct ObjectStruct {
+ qdMinigameObjectInterface *obj = nullptr;
+ int x = 0;
+ int y = 0;
+ float depth = 0.0;
+ };
+
+ ObjectStruct _objArray[25];
+
+ int _draggedObjectState = 0;
+ int _draggedInvObjectState = 0;
+
+ qdMinigameObjectInterface *_clickObj = nullptr;
+ qdMinigameObjectInterface *_objectClickObj = nullptr;
+ qdMinigameObjectInterface *_maskOutsideObj = nullptr;
+ qdMinigameObjectInterface *_wasStartedObj = nullptr;
+ qdMinigameObjectInterface *_oneAbsentObj = nullptr;
+ qdMinigameObjectInterface *_exitClickObj = nullptr;
+ qdMinigameObjectInterface *_completePicObj = nullptr;
+ qdMinigameObjectInterface *_doneObj = nullptr;
+
+ int _currentPieceRow = 0;
+ int _currentPieceCol = 0;
+
+ PieceState _fieldState[7][6];
+ PieceState _solutionState[28];
+
+};
+
+} // namespace QDEngine
+
+#endif // QDENGINE_MINIGAMES_SHVEIK_PORTRET_H
diff --git a/engines/qdengine/qdcore/qd_minigame.cpp b/engines/qdengine/qdcore/qd_minigame.cpp
index bca4ae51ae1..1b4df8391ea 100644
--- a/engines/qdengine/qdcore/qd_minigame.cpp
+++ b/engines/qdengine/qdcore/qd_minigame.cpp
@@ -49,6 +49,7 @@
// shveik
#include "qdengine/minigames/inv_popup.h"
#include "qdengine/minigames/shveik_shkatulka.h"
+#include "qdengine/minigames/shveik_portret.h"
namespace QDEngine {
Commit: 69c5bb215838f47c7d0a4373ba22e3ab4749e2c4
https://github.com/scummvm/scummvm/commit/69c5bb215838f47c7d0a4373ba22e3ab4749e2c4
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2024-09-22T22:19:29+02:00
Commit Message:
QDENGINE: Replaced string constants in ShveikPortret minigame
Changed paths:
engines/qdengine/minigames/shveik_portret.h
diff --git a/engines/qdengine/minigames/shveik_portret.h b/engines/qdengine/minigames/shveik_portret.h
index 05181199ff4..14644d3881f 100644
--- a/engines/qdengine/minigames/shveik_portret.h
+++ b/engines/qdengine/minigames/shveik_portret.h
@@ -110,41 +110,41 @@ public:
_objArray[24].x = -1;
_objArray[24].y = -1;
- _clickObj = _scene->object_interface("$клики обÑекÑом");
- _maskOutsideObj = _scene->object_interface("_ÐÐСÐРмеÑÑо за полем");
- _objectClickObj = _scene->object_interface("$клики по обÑекÑÑ");
+ _clickObj = _scene->object_interface("\x24\xea\xeb\xe8\xea\xe8\x20\xee\xe1\xfa\xe5\xea\xf2\xee\xec"); // "$клики обÑекÑом"
+ _maskOutsideObj = _scene->object_interface("\x5f\xcc\xc0\xd1\xca\xc0\x20\xec\xe5\xf1\xf2\xee\x20\xe7\xe0\x20\xef\xee\xeb\xe5\xec"); // "_ÐÐСÐРмеÑÑо за полем"
+ _objectClickObj = _scene->object_interface("\x24\xea\xeb\xe8\xea\xe8\x20\xef\xee\x20\xee\xe1\xfa\xe5\xea\xf2\xf3"); // "$клики по обÑекÑÑ"
_doneObj = _scene->object_interface("$done");
- _wasStartedObj = _scene->object_interface("$запÑÑк_бÑл");
+ _wasStartedObj = _scene->object_interface("\x24\xe7\xe0\xef\xf3\xf1\xea\x5f\xe1\xfb\xeb"); // "$запÑÑк_бÑл"
_oneAbsentObj = _scene->object_interface("$one_absent");
- _exitClickObj = _scene->object_interface("$клик по вÑÑ
одÑ");
- _completePicObj = _scene->object_interface("гоÑÐ¾Ð²Ð°Ñ ÐºÐ°ÑÑинка");
+ _exitClickObj = _scene->object_interface("\x24\xea\xeb\xe8\xea\x20\xef\xee\x20\xe2\xfb\xf5\xee\xe4\xf3"); // "$клик по вÑÑ
одÑ"
+ _completePicObj = _scene->object_interface("\xe3\xee\xf2\xee\xe2\xe0\xff\x20\xea\xe0\xf0\xf2\xe8\xed\xea\xe0"); // "гоÑÐ¾Ð²Ð°Ñ ÐºÐ°ÑÑинка"
_currentPieceRow = -1;
_currentPieceCol = -1;
- if (_wasStartedObj->is_state_active("неÑ")) {
+ if (_wasStartedObj->is_state_active("\xed\xe5\xf2")) { // "неÑ")
// srand(time(0))
for (int i = 1; i <= 24; i++) {
switch (qd_rnd(3)) {
case 0:
- _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 0");
+ _objArray[i].obj->set_state("\xeb\xe5\xe6\xe8\xf2\x20\xe7\xe0\x20\xef\xee\xeb\xe5\xec\x20\x30"); // "Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 0")
break;
case 1:
- _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 90");
+ _objArray[i].obj->set_state("\xeb\xe5\xe6\xe8\xf2\x20\xe7\xe0\x20\xef\xee\xeb\xe5\xec\x20\x39\x30"); // "Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 90")
break;
case 2:
- _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 180");
+ _objArray[i].obj->set_state("\xeb\xe5\xe6\xe8\xf2\x20\xe7\xe0\x20\xef\xee\xeb\xe5\xec\x20\x31\x38\x30"); // "Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 180")
break;
case 3:
- _objArray[i].obj->set_state("Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 270");
+ _objArray[i].obj->set_state("\xeb\xe5\xe6\xe8\xf2\x20\xe7\xe0\x20\xef\xee\xeb\xe5\xec\x20\x32\x37\x30"); // "Ð»ÐµÐ¶Ð¸Ñ Ð·Ð° полем 270")
break;
default:
break;
}
}
- _wasStartedObj->set_state("да");
+ _wasStartedObj->set_state("\xe4\xe0"); // "да"
for (int i = 0; i < 7; i++)
for (int j = 0; j < 6; j++) {
@@ -159,7 +159,7 @@ public:
_fieldState[i][j].pieceNum = -1;
}
- if (!_doneObj->is_state_active("да"))
+ if (!_doneObj->is_state_active("\xe4\xe0")) // "да"
processState();
}
@@ -212,16 +212,16 @@ public:
_solutionState[27].pieceNum = 24;
_solutionState[27].angle = 0;
- _exitClickObj->set_state("неÑ");
+ _exitClickObj->set_state("\xed\xe5\xf2"); // "неÑ")
_draggedInvObjectState = 0;
_draggedObjectState = 0;
setPiecesDepth();
setPiecesPos();
- if (_oneAbsentObj->is_state_active("неÑ")) {
+ if (_oneAbsentObj->is_state_active("\xed\xe5\xf2")) { // "неÑ")
_objArray[2].obj->set_R(_scene->screen2world_coords(mgVect2i(700, 500), 0.0));
- _oneAbsentObj->set_state("Ñлаг оÑÑабоÑан");
+ _oneAbsentObj->set_state("\xf4\xeb\xe0\xe3\x20\xee\xf2\xf0\xe0\xe1\xee\xf2\xe0\xed"); // "Ñлаг оÑÑабоÑан"
}
return true;
@@ -264,23 +264,23 @@ public:
private:
void processState() {
for (int i = 1; i <= 24; i++) {
- if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 0")
- || _objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 90")
- || _objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 180")
- || _objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 270")) {
+ if (_objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x30") // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 0"
+ || _objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x39\x30") // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 90"
+ || _objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x31\x38\x30") // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 180"
+ || _objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x32\x37\x30")) { // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 270"
mgVect2i pos = _objArray[i].obj->screen_R();
_objArray[i].x = (pos.x - 204) / 99 + 1;
_objArray[i].y = (pos.y - 4) / 99 + 1;
_fieldState[_objArray[i].x][_objArray[i].y].pieceNum = i;
- if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 0")) {
+ if (_objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x30")) { // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 0"
_fieldState[_objArray[i].x][_objArray[i].y].angle = 0;
- } else if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 90")) {
+ } else if (_objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x39\x30")) { // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 90"
_fieldState[_objArray[i].x][_objArray[i].y].angle = 90;
- } else if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 180")) {
+ } else if (_objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x31\x38\x30")) { // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 180"
_fieldState[_objArray[i].x][_objArray[i].y].angle = 180;
- } else if (_objArray[i].obj->is_state_active("Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 270")) {
+ } else if (_objArray[i].obj->is_state_active("\xeb\xe5\xe6\xe8\xf2\x20\xed\xe0\x20\xef\xee\xeb\xe5\x20\x32\x37\x30")) { // "Ð»ÐµÐ¶Ð¸Ñ Ð½Ð° поле 270"
_fieldState[_objArray[i].x][_objArray[i].y].angle = 270;
}
} else {
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