comparison Arcomage/Arcomage.cpp @ 2496:5abd8fc8f1c6

for ITEM_ARTIFACT_LADYS_ESCORT
author Ritor1
date Thu, 18 Sep 2014 17:38:54 +0600
parents
children 68cdef6879a0
comparison
equal deleted inserted replaced
2495:7b076fe64f23 2496:5abd8fc8f1c6
1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h>
3 #include <crtdbg.h>
4
5 #define _CRT_SECURE_NO_WARNINGS
6 #include <string>
7
8
9 #include "..\Engine/Graphics/Render.h"
10 #include "Arcomage.h"
11 #include "AudioPlayer.h"
12 #include "Game.h"
13 #include "..\Engine/Graphics/Viewport.h"
14 #include "Timer.h"
15 #include "GUIFont.h"
16 #include "Party.h"
17 #include "GUIWindow.h"
18 #include "texts.h"
19 #include <windef.h>
20 #include "mm7_data.h"
21 #include "UI/UIHouses.h"
22
23
24
25 void SetStartConditions();
26 void SetStartGameData();
27 void FillPlayerDeck();
28 void InitalHandsFill();
29 void GetNextCardFromDeck(int player_num);
30 int GetEmptyCardSlotIndex(int player_num);
31 void IncreaseResourcesInTurn(int player_num);
32 void TurnChange();
33 bool IsGameOver();
34 int CalculateCardPower(ArcomagePlayer* player, ArcomagePlayer* enemy, ArcomageCard* pCard, int mastery);
35 char PlayerTurn(int player_num);
36 void DrawGameUI(int animation_stage);
37 void DrawSparks();
38 void DrawRectanglesForText();
39 void DrawPlayersText();
40 void DrawPlayerLevels(int a1, char *text, POINT *pXY);
41 void DrawBricksCount(int a1, char* text, POINT *pXY);
42 void DrawGemsCount(int a1, char* text, POINT* pXY);
43 void DrawBeastsCount(int a1, char *text, POINT *pXY);
44 void DrawPlayersTowers();
45 void DrawPlayersWall();
46 void DrawCards();
47 void DrawCardAnimation(int a1);
48 int GetPlayerHandCardCount(int player_num);
49 int DrawCardsRectangles(int player_num);
50 bool DiscardCard(int player_num, int card_slot_index);
51 bool PlayCard(int player_num, int card_slot_num);
52 bool CanCardBePlayed(int player_num, int hand_card_indx);
53 void ApplyCardToPlayer(int player_num, unsigned int uCardID);
54 int am_40D2B4(POINT* a1, int a2); // weak
55 int ApplyDamageToBuildings(int player_num, int damage); // weak
56 void GameResultsApply();
57
58 void am_DrawText(int a1, const char *pText, POINT *pXY);
59 void am_BeginScene(unsigned __int16 *pPcxPixels, int a2, int a3); // idb
60 void am_EndScene();
61 void DrawRect(RECT *pXYZW, unsigned __int16 uColor, char bSolidFill);
62 void DrawSquare( POINT *pTargetXY, unsigned __int16 uColor );
63 void DrawPixel(POINT *pTargetXY, unsigned __int16 uColor);
64 int rand_interval(int min, int max); // idb
65 void __fastcall am_IntToString(int val, char *pOut);
66
67 //----- (0040DEDB) --------------------------------------------------------
68 unsigned int R8G8B8_to_TargetFormat(int uColor)
69 {
70 return Color16(LOBYTE(uColor), BYTE1(uColor), BYTE2(uColor));
71 }
72
73 /* 388 */
74 #pragma pack(push, 1)
75 struct ArcomageStartConditions
76 {
77 __int16 max_tower;
78 __int16 max_resources;
79 __int16 tower_height;
80 __int16 wall_height;
81 __int16 quarry_level;
82 __int16 magic_level;
83 __int16 zoo_level;
84 __int16 bricks_amount;
85 __int16 gems_amount;
86 __int16 beasts_amount;
87 int mastery_lvl;
88 };
89 #pragma pack(pop)
90 const ArcomageStartConditions start_conditions[13] =
91 {
92 { 30, 100, 15, 5, 2, 2, 2, 10, 10, 10, 0},
93 { 50, 150, 20, 5, 2, 2, 2, 5, 5, 5, 1},
94 { 50, 150, 20, 5, 2, 2, 2, 5, 5, 5, 2},
95 { 75, 200, 25, 10, 3, 3, 3, 5, 5, 5, 2},
96 { 75, 200, 20, 10, 3, 3, 3, 5, 5, 5, 1},
97 {100, 300, 30, 15, 4, 4, 4, 10, 10, 10, 1},
98 {100, 300, 30, 15, 4, 4, 4, 10, 10, 10, 2},
99 {150, 400, 20, 10, 5, 5, 5, 25, 25, 25, 0},
100 {200, 500, 20, 10, 1, 1, 1, 15, 15, 15, 2},
101 {100, 300, 20, 50, 1, 1, 5, 5, 5, 25, 0},
102 {125, 350, 10, 20, 3, 1, 2, 15, 5, 10, 2},
103 {125, 350, 10, 20, 3, 1, 2, 15, 5, 10, 1},
104 {100, 300, 50, 50, 5, 3, 5, 20, 10, 20, 0}
105 };
106
107 #define SIG_trpg 0x67707274
108 #define SIG_xxxx 0x78787878
109
110 ArcomageGame *pArcomageGame = new ArcomageGame;
111
112 ArcomagePlayer am_Players[2]; // 00505708
113 AcromageCardOnTable shown_cards[10]; // 004FAA78
114 stru272 array_4FABD0[10]; // 4FABD0
115
116
117 ArcomageDeck playDeck; // 00505288
118 ArcomageDeck deckMaster; // 005054C8
119
120 char Player2Name[] = "Enemy";
121 char Player1Name[] = "Player";
122
123 /* 267 */
124 #pragma pack(push, 1)
125 struct stru273
126 {
127 bool _40DD2F();
128 bool Inside(RECT*pXYZW);
129
130 int x;
131 int y;
132 char curr_mouse_left;
133 char mouse_left_state_changed;
134 char curr_mouse_right;
135 char mouse_right_state_changed;
136 };
137 #pragma pack(pop)
138
139
140 #pragma pack(push, 1)
141 struct am_2
142 {
143 int slot_index;
144 int card_power;
145 };
146 #pragma pack(pop)
147
148 am_2 cards_power[10];
149 std::array<__int16, 12> am_sounds;
150
151 char byte_4E185C = 1; // weak
152 char am_byte_4E185D = 1; // weak
153 char use_start_bonus = 1; // weak
154
155 int start_tower_height;
156 int start_wall_height;
157 int start_quarry_level;
158 int start_magic_level;
159 int start_zoo_level;
160
161
162 int minimum_cards_at_hand = 5; // 004E1874
163 int quarry_bonus = 1;
164 int magic_bonus = 1;
165 int zoo_bonus = 1;
166
167 int max_tower_height = 50;
168 int max_resources_amount = 100 ;
169
170 int opponent_mastery = 1 ; // weak
171
172 bool am_gameover; // 004FAA2C
173 char byte_4FAA2D; // weak
174
175 int am_default_starting_player = 0; // 505890
176 int current_player_num; // 004FAA6C
177 char need_to_discard_card; // 04FAA77
178
179 int current_card_slot_index; // 004FABBC
180 int played_card_id; // 4FABC0
181 int uCardID; // 4FAA50
182
183 int deck_walk_index; // 004FABC8
184
185 int start_bricks_amount;
186 int start_gems_amount;
187 int start_beasts_amount;
188
189 POINT amuint_4FAA3C_blt_xy;
190 POINT am_uint_4FAA44_blt_xy;
191 POINT amuint_4FAA54_blt_xy;
192 POINT amuint_4FAA5C_blt_xy;
193
194 int dword_4FAA64; // weak
195 int dword_4FAA68; // weak
196
197 int dword_4FABB8; // weak
198
199 char byte_4FAA00; // weak
200
201 int amuint_4FAA34; // weak
202 int amuint_4FAA38; // weak
203 int amuint_4FAA4C; // weak
204
205 char byte_4FAA2E; // weak
206
207 int dword_4FAA70; // weak
208 char byte_4FAA74; // weak
209 char am_byte_4FAA75; // weak
210 char am_byte_4FAA76; // weak
211
212 int amuint_4FABC4; // weak
213
214
215 char byte_505880; // weak
216 char byte_505881; // weak
217
218 //----- (0040DD2F) --------------------------------------------------------
219 bool stru273::_40DD2F()
220 {
221
222 this->x = pArcomageGame->mouse_x;
223 this->y = pArcomageGame->mouse_y;
224 this->curr_mouse_left = pArcomageGame->mouse_left;
225 this->mouse_left_state_changed = pArcomageGame->mouse_left == pArcomageGame->prev_mouse_left;
226 this->curr_mouse_right = pArcomageGame->mouse_right;
227 this->mouse_right_state_changed = pArcomageGame->mouse_right == pArcomageGame->prev_mouse_right;
228 pArcomageGame->prev_mouse_left = pArcomageGame->mouse_left;
229 pArcomageGame->prev_mouse_right = pArcomageGame->mouse_right;
230 return true;
231 }
232
233 //----- (0040DD93) --------------------------------------------------------
234 bool stru273::Inside(RECT*pXYZW )
235 {
236
237 return (x >= pXYZW->left) && (x <= pXYZW->right) &&
238 (y>= pXYZW->top) && (y <= pXYZW->bottom);
239 }
240
241 //----- (0040DFD1) --------------------------------------------------------
242 stru272_stru0 *stru272_stru0::New()
243 {
244 stru272_stru0 *v2 = (stru272_stru0 *)malloc(0x5Cu);
245 v2->signature = SIG_trpg;
246 v2->position_in_sparks_arr = 0;
247 v2->field_30 = 0.0;
248 v2->field_58 = 0;
249 v2->field_59 = 0;
250
251 return v2;
252 }
253
254 //----- (0040DFFE) --------------------------------------------------------
255 int stru272_stru0::Free()
256 {
257 if ( this->signature == SIG_trpg )
258 {
259 this->signature = SIG_xxxx;
260 free(this);
261 return 0;
262 }
263 else
264 return 2;
265 }
266
267 //----- (0040E01A) --------------------------------------------------------
268 int stru272_stru0::StartFill( stru272_stru2* a2 )
269 {
270 //stru272_stru0* a1 = this;
271 if ( this->signature == SIG_trpg )
272 {
273 this->field_4 = a2->field_20;
274 this->field_C = a2->effect_area.left << 16;
275 this->field_10 = a2->effect_area.top << 16;
276 this->field_14 = a2->effect_area.right << 16;
277 this->field_18 = a2->effect_area.bottom << 16;
278 this->field_1C = a2->field_10;
279 this->field_20 = a2->field_14;
280 this->field_24 = a2->field_18;
281 this->field_28 = (float)(a2->field_1Cf * 65536.0);
282 this->field_2C = a2->field_24f;
283 this->field_34 = (int)(a2->field_28f * 65536.0);
284 this->field_38 = (int)(a2->field_2Cf * 65536.0);
285 this->field_3C = a2->field_30;
286 this->field_40 = a2->field_34;
287 this->field_54 = a2->sparks_array;
288 this->field_59 = 1;
289 return 0;
290 }
291 else
292 return 2;
293 }
294
295 //----- (0040E0F5) --------------------------------------------------------
296 int stru272_stru0::Clear(char a2, char a3)
297 {
298 if ( signature == SIG_trpg)
299 {
300 if ( a2 )
301 {
302 position_in_sparks_arr = 0;
303 field_30 = 0.0;
304 }
305 if ( field_59 && a3 )
306 {
307
308 for (int i=0; i<field_4; ++i)
309 field_54[i].have_spark = 0;
310 field_58 = 0;
311 }
312 return 0;
313 }
314 else
315 return 2;
316 }
317
318 //----- (0040E133) --------------------------------------------------------
319 int stru272_stru0::DrawEffect()
320 {
321 // stru272_stru0 *v1; // edi@1
322 int v3; // ST18_4@3
323 double v4; // st7@3
324 double v5; // st6@4
325 char v6; // bl@8
326 stru272_stru1 *v7; // esi@8
327 int v8; // ecx@10
328 signed int v9; // eax@10
329 int v10; // ecx@10
330 signed int v11; // eax@10
331 int v12; // ebx@12
332 int v13; // ST1C_4@12
333 int v14; // ebx@12
334 int v15; // ST1C_4@12
335 signed int v16; // edx@12
336 int v17; // ebx@12
337 int v18; // ST1C_4@12
338 signed int v19; // edx@12
339 int v20; // [sp+8h] [bp-10h]@8
340 int v21; // [sp+Ch] [bp-Ch]@8
341 float v22; // [sp+14h] [bp-4h]@3
342
343 if ( this->signature != SIG_trpg )
344 return 2;
345 v3 = this->position_in_sparks_arr;
346 v22 = this->field_30;
347 v4 = v3;
348 if ( v3 > 0 )
349 {
350 v5 = v22 + this->field_2C;
351 v22 = v5;
352 if ( v5 > v4 )
353 v22 = v4;
354 }
355 if ( v22 >= 1.0 || this->field_58 )
356 {
357 v6 = 0;
358 v7 = this->field_54;
359 v20 = this->field_28;
360
361 for ( v21 = this->field_4; v21; v21-- )
362 {
363 if ( v7->have_spark > 0 )
364 {
365 v8 = v7->field_14;
366 --v7->have_spark;
367 v9 = v8 + v7->field_C;
368 v10 = v20 + v7->field_18;
369 v7->field_C = v9;
370 v7->spark_position.x = v9 >> 16;
371 v11 = v10 + v7->field_10;
372 v7->field_18 = v10;
373 v7->field_10 = v11;
374 v7->spark_position.y = v11 >> 16;
375 v6 = 1;
376 //goto LABEL_14;
377 }
378 else
379 {
380 if ( v22 >= 1.0 )
381 {
382 v12 = this->field_40;
383 v13 = this->field_3C;
384 v7->have_spark = rand_interval(v13,v12);
385 v7->field_14 = (rand() % 17 - 8) << 16;
386 v7->field_18 = (rand() % 17 - 8) << 16;
387 v14 = this->field_14 - 1;
388 v15 = this->field_C;
389 v16 = rand_interval(v15,v14);
390 v7->field_C = v16;
391 v7->spark_position.x = v16 >> 16;
392 v17 = this->field_18 - 1;
393 v18 = this->field_10;
394 v19 = rand_interval(v17, v18);
395 v7->field_10 = v19;
396 v7->spark_position.y = v19 >> 16;
397 --this->position_in_sparks_arr;
398 v22 = v22 - 1.0;
399 v6 = 1;
400 }
401 }
402 //LABEL_14:
403 ++v7;
404 //--v21;
405 //if ( !v21 )
406 //{
407 //this->field_58 = v6;
408 //this->field_30 = v22;
409 //return 0;
410 //}
411 }
412 this->field_58 = v6;
413 this->field_30 = v22;
414 }
415 return 0;
416 }
417
418 //----- (0040E2A7) --------------------------------------------------------
419 int stru272_stru0::_40E2A7()
420 {
421 if (signature == SIG_trpg )
422 {
423 if ( position_in_sparks_arr <= 0 )
424 return field_58 != 0 ? 2 : 0;
425 else
426 return 1;
427 }
428 else
429 return 3;
430 }
431
432 //----- (0040DFAF) --------------------------------------------------------
433 void ArcomageGame::OnMouseClick(char right_left, bool bDown)
434 {
435 if ( right_left )
436 pArcomageGame->mouse_right = bDown;
437 else
438 pArcomageGame->mouse_left = bDown;
439 }
440
441 //----- (0040DFC1) --------------------------------------------------------
442 void ArcomageGame::OnMouseMove(int x, int y)
443 {
444 pArcomageGame->mouse_x = x;
445 pArcomageGame->mouse_y = y;
446 }
447
448 //----- (0040DF47) --------------------------------------------------------
449 void DoBlt_Copy(unsigned __int16 *pPixels)
450 {
451 RECT pSrcRect;
452 POINT pTargetPoint; // [sp+1Ch] [bp-8h]@1
453
454 pRenderer->Present();
455
456 pTargetPoint.x = 0;
457 pTargetPoint.y = 0;
458
459 pSrcRect.left = 0;
460 pSrcRect.top = 0;
461 pSrcRect.right = window->GetWidth();
462 pSrcRect.bottom = window->GetHeight();
463
464 pRenderer->BeginScene();
465 pArcomageGame->pBlit_Copy_pixels = pPixels;
466 pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2);
467 pRenderer->EndScene();
468 pArcomageGame->pBlit_Copy_pixels = nullptr;
469 }
470
471 //----- (0040DDC9) --------------------------------------------------------
472 void ArcomageGame::PlaySound( unsigned int event_id )
473 {
474 SoundID play_sound_id; // eax@10
475
476 switch ( event_id )
477 {
478 case 40:
479 case 43:
480 case 46:
481 play_sound_id = SOUND_Arcomage_LoseResources;
482 break;
483 case 39:
484 case 41:
485 case 42:
486 case 44:
487 case 45:
488 case 47:
489 play_sound_id = SOUND_Arcomage_AddResources;
490 break;
491 case 0:
492 case 12:
493 case 14:
494 case 15:
495 case 16:
496 case 48:
497 case 50:
498 case 53:
499 play_sound_id = SOUND_Arcomage_TowerWallDamage;
500 break;
501 case 21:
502 case 22:
503 case 23:
504 play_sound_id = SOUND_Arcomage_DrawCard;
505 break;
506 case 56:
507 play_sound_id = SOUND_Arcomage_124;
508 break;
509 case 31:
510 case 34:
511 case 37:
512 play_sound_id = SOUND_Arcomage_ProductionDamage;
513 break;
514 case 1:
515 case 30:
516 case 32:
517 case 33:
518 case 35:
519 case 36:
520 case 38:
521 play_sound_id = SOUND_Arcomage_ProductionUpgrade;
522 break;
523 case 20:
524 play_sound_id = SOUND_Arcomage_127;
525 break;
526 case 3:
527 play_sound_id = SOUND_Arcomage_128;
528 break;
529 case 52:
530 case 54:
531 play_sound_id = SOUND_Arcomage_TowerUpgrade;
532 break;
533 case 10:
534 case 11:
535 case 13:
536 play_sound_id = SOUND_Arcomage_130;
537 break;
538 case 55u:
539 play_sound_id = SOUND_Arcomage_131;
540 break;
541 case 49:
542 case 51:
543 play_sound_id = SOUND_Arcomage_WallUpgrade;
544 break;
545 default:
546 return;
547 }
548 pAudioPlayer->PlaySound(play_sound_id, 0, 0, -1, 0, 0, 0, 0);
549 }
550
551 //----- (0040DC2D) --------------------------------------------------------
552 bool ArcomageGame::MsgLoop(int a1, ArcomageGame_stru1 *a2)
553 {
554 void *v2; // ebp@1
555 //BOOL v3; // eax@1
556
557 v2 = a2;
558 pArcomageGame->field_0 = 0;
559 pArcomageGame->stru1.field_0 = 0;
560 //v3 = PeekMessageA(&pArcomageGame->msg, 0, 0, 0, PM_REMOVE);
561 //if ( pArcomageGame->msg.message == WM_QUIT )
562 //Game_DeinitializeAndTerminate(0);
563 if ( PeekMessageA(&pArcomageGame->msg, 0, 0, 0, PM_REMOVE) )
564 {
565 if ( pArcomageGame->msg.message == WM_QUIT )
566 Game_DeinitializeAndTerminate(0);
567 TranslateMessage(&pArcomageGame->msg);
568 DispatchMessageA(&pArcomageGame->msg);
569 }
570 /*if (pAsyncMouse)
571 {
572 EnterCriticalSection(&pGame->pThreadWardInstance->csAsyncMouse);
573 v4 = *((unsigned int *)pAsyncMouse + 7);
574 pArcomageGame->mouse_x = *((unsigned int *)pAsyncMouse + 6);
575 pArcomageGame->mouse_y = v4;
576 v5 = *((unsigned int *)pAsyncMouse + 27);
577 v6 = *(unsigned int *)v5;
578 if ( *(unsigned int *)v5 != v5 )
579 {
580 do
581 {
582 v7 = *(unsigned int *)(v6 + 20);
583 if ( v7 & 1 )
584 {
585 pArcomageGame->stru1.field_0 = 7;
586 }
587 else
588 {
589 if ( v7 & 2 )
590 pArcomageGame->stru1.field_0 = 8;
591 }
592 v6 = *(unsigned int *)v6;
593 }
594 while ( v6 != *((unsigned int *)pAsyncMouse + 27) );
595 }
596 pAsyncMouse->_46B944();
597 if ( !*((unsigned char *)pAsyncMouse + 90) )
598 pArcomageGame->field_F6 = 1;
599 LeaveCriticalSection(&pGame->pThreadWardInstance->csAsyncMouse);
600 }*/
601 memcpy(v2, &pArcomageGame->stru1, 0xCu);
602 return pArcomageGame->stru1.field_0 != 0;
603 }
604
605 //----- (0040D7D5) --------------------------------------------------------
606 void am_BeginScene(unsigned __int16 *pPcxPixels, int a2, int a3)
607 {
608 pRenderer->BeginScene();
609 pArcomageGame->pBlit_Copy_pixels = pPcxPixels;
610 }
611
612 //----- (0040D7EC) --------------------------------------------------------
613 void Render::am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode)
614 {
615 unsigned __int16 *pSrc; // eax@2
616 int uSrcTotalWidth; // ecx@4
617 unsigned int v10; // esi@9
618 int v21; // [sp+Ch] [bp-18h]@8
619 unsigned __int16 *src_surf_pos; // [sp+10h] [bp-14h]@9
620 __int32 src_width; // [sp+14h] [bp-10h]@3
621 __int32 src_height; // [sp+18h] [bp-Ch]@3
622 int uSrcPitch; // [sp+1Ch] [bp-8h]@5
623
624 if ( !uNumSceneBegins )
625 return;
626 if ( !pArcomageGame->pBlit_Copy_pixels )
627 return;
628
629 //dest_surf_pos = &pRenderer->pTargetSurface[pTargetPoint->x + pTargetPoint->y * pRenderer->uTargetSurfacePitch];
630 src_width = pSrcRect->right - pSrcRect->left;
631 src_height = pSrcRect->bottom - pSrcRect->top;
632
633 if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pBackgroundPixels )
634 uSrcTotalWidth = pArcomageGame->pGameBackground.uWidth;
635 else if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pSpritesPixels )
636 uSrcTotalWidth = pArcomageGame->pSprites.uWidth;
637
638 //v20 = 157;
639 //v19 = "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\am_nw.cpp";
640 //v21 = &v18;
641 //std__string_char_40E2C8(&v18, "Problem in Blit_Chroma", &a3a);
642 //466D09_xcpt_string(&v21, v18, v19, v20);
643 //pSrc = pArcomageGame.pBlit_Copy_pixels;
644 //LABEL_9:
645 pSrc = pArcomageGame->pBlit_Copy_pixels;
646 uSrcPitch = uSrcTotalWidth;
647 src_surf_pos = &pSrc[pSrcRect->left + uSrcPitch * pSrcRect->top];
648 v10 = 0x1F;//0xFF >> (8 - (unsigned __int8)uTargetBBits);
649 v21 = (uTargetGBits != 6 ? 0x31EF : 0x7BEF);
650 if ( blend_mode == 2 )
651 {
652 uSrcPitch = (uSrcPitch - src_width);
653 for ( int i = 0; i < src_height; ++i )
654 {
655 for ( int j = 0; j < src_width; ++j )
656 {
657 if ( *src_surf_pos != v10 )
658 {
659 if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1
660 && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1)
661 WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, *src_surf_pos);
662 }
663 ++src_surf_pos;
664 }
665 src_surf_pos += uSrcPitch;
666 }
667 }
668 else
669 {
670 uSrcPitch = (uSrcPitch - src_width);
671 for ( int i = 0; i < src_height; ++i )
672 {
673 for ( int j = 0; j < src_width; ++j )
674 {
675 if ( *src_surf_pos != v10 )
676 {
677 if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1
678 && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1)
679 //WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (v21 & (ReadPixel16(pTargetPoint->x + j, pTargetPoint->y + i) >> 1)) + (v21 & (*src_surf_pos >> 1)));
680 WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (0x7BEF & (*src_surf_pos / 2)));
681 }
682 ++src_surf_pos;
683 }
684 src_surf_pos+=uSrcPitch;
685 }
686 }
687 }
688
689 //----- (0040D9B1) --------------------------------------------------------
690 void Render::am_Blt_Copy( RECT *pSrcRect, POINT *pTargetPoint, int blend_mode )
691 {
692 unsigned __int16 *pSrc; // eax@2
693 int uSrcTotalWidth; // ecx@4
694 int v21; // [sp+Ch] [bp-18h]@8
695 unsigned __int16 *src_surf_pos; // [sp+10h] [bp-14h]@9
696 __int32 src_width; // [sp+14h] [bp-10h]@3
697 __int32 src_height; // [sp+18h] [bp-Ch]@3
698 int uSrcPitch; // [sp+1Ch] [bp-8h]@5
699
700 if ( !uNumSceneBegins )
701 return;
702 if ( !pArcomageGame->pBlit_Copy_pixels )
703 return;
704
705 //dest_surf_pos = &pRenderer->pTargetSurface[pTargetPoint->x + pTargetPoint->y * pRenderer->uTargetSurfacePitch];
706 src_width = pSrcRect->right - pSrcRect->left;
707 src_height = pSrcRect->bottom - pSrcRect->top;
708 if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pBackgroundPixels )
709 uSrcTotalWidth = pArcomageGame->pGameBackground.uWidth;
710 else if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pSpritesPixels )
711 uSrcTotalWidth = pArcomageGame->pSprites.uWidth;
712
713 //v20 = 157;
714 //v19 = "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\am_nw.cpp";
715 //v21 = &v18;
716 //std__string_char_40E2C8(&v18, "Problem in Blit_Chroma", &a3a);
717 //466D09_xcpt_string(&v21, v18, v19, v20);
718 //pSrc = pArcomageGame.pBlit_Copy_pixels;
719 //LABEL_9:
720 pSrc = pArcomageGame->pBlit_Copy_pixels;
721 uSrcPitch = uSrcTotalWidth;
722 src_surf_pos = &pSrc[pSrcRect->left + uSrcPitch * pSrcRect->top];
723 v21 = (uTargetGBits != 6 ? 0x31EF : 0x7BEF);
724
725 if ( blend_mode == 2 )
726 {
727 uSrcPitch = (uSrcPitch - src_width);
728 for ( int i = 0; i < src_height; ++i )
729 {
730 for ( int j = 0; j < src_width; ++j )
731 {
732 if ( *src_surf_pos != v21 )
733 {
734 if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1
735 && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1)
736 WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, *src_surf_pos);
737 }
738 ++src_surf_pos;
739 }
740 src_surf_pos += uSrcPitch;
741 }
742 }
743 else
744 {
745 uSrcPitch = (uSrcPitch - src_width);
746 for ( int i = 0; i < src_height; ++i )
747 {
748 for ( int j = 0; j < src_width; ++j )
749 {
750 if ( *src_surf_pos != v21 )
751 {
752 if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1
753 && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1)
754 //WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (v21 & (ReadPixel16(pTargetPoint->x + j, pTargetPoint->y + i) / 2)) + (v21 & (*src_surf_pos / 2)));
755 WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (0x7BEF & (*src_surf_pos / 2)));
756 }
757 ++src_surf_pos;
758 }
759 src_surf_pos += uSrcPitch;
760 }
761 }
762 }
763
764 //----- (0040DB10) --------------------------------------------------------
765 void am_EndScene()
766 {
767 pRenderer->EndScene();
768 pArcomageGame->pBlit_Copy_pixels = nullptr;
769 }
770
771 //----- (0040D7B7) --------------------------------------------------------
772 bool ArcomageGame::LoadSprites()
773 {
774 pArcomageGame->pSprites.Load("sprites.pcx", 2);
775 pArcomageGame->pSpritesPixels = pArcomageGame->pSprites.pPixels;
776 return true;
777 }
778
779 //----- (0040D799) --------------------------------------------------------
780 bool ArcomageGame::LoadBackground()
781 {
782 pArcomageGame->pGameBackground.Load("layout.pcx", 2);
783 pArcomageGame->pBackgroundPixels = pArcomageGame->pGameBackground.pPixels;
784 return true;
785 }
786
787 int CalculateCardPower(ArcomagePlayer* player, ArcomagePlayer* enemy, ArcomageCard* pCard, int mastery)
788 {
789 enum V_INDX{
790 P_TOWER_M10,
791 P_WALL_M10,
792 E_TOWER,
793 E_WALL,
794 E_BUILDINGS,
795 E_QUARRY,
796 E_MAGIC,
797 E_ZOO,
798 E_RES,
799 V_INDEX_MAX
800 };
801
802 const int mastery_coeff[V_INDEX_MAX][2]= {{10, 5}, //P_TOWER_M10
803 {2, 1}, //P_WALL_M10
804 {1, 10}, //E_TOWER
805 {1, 3}, //E_WALL
806 {1, 7}, //E_BUILDINGS
807 {1, 5}, //E_QUARRY
808 {1, 40}, //E_MAGIC
809 {1, 40}, //E_ZOO
810 {1, 2} //E_RES
811 };
812 int card_power= 0;
813 int element_power;
814
815 if ( pCard->to_player_tower == 99 || pCard->to_pl_enm_tower == 99||
816 pCard->to_player_tower2 == 99 || pCard->to_pl_enm_tower2 == 99 )
817 element_power = enemy->tower_height - player->tower_height;
818 else
819 element_power = pCard->to_player_tower + pCard->to_pl_enm_tower + pCard->to_player_tower2 + pCard->to_pl_enm_tower2;
820
821 if ( player->tower_height >= 10 )
822 card_power += mastery_coeff[P_TOWER_M10][mastery]*element_power;
823 else
824 card_power += 20*element_power;
825
826
827 if ( pCard->to_player_wall == 99 || pCard->to_pl_enm_wall == 99 ||
828 pCard->to_player_wall2 == 99 || pCard->to_pl_enm_wall2 == 99 )
829 element_power = enemy->wall_height - player->wall_height;
830 else
831 element_power = pCard->to_player_wall + pCard->to_pl_enm_wall +
832 pCard->to_player_wall2 + pCard->to_pl_enm_wall2;
833 if ( player->wall_height >= 10 )
834 card_power += mastery_coeff[P_WALL_M10][mastery]*element_power; //1
835 else
836 card_power += 5*element_power;
837
838
839 card_power += 7 * (pCard->to_player_buildings + pCard->to_pl_enm_buildings +
840 pCard->to_player_buildings2 + pCard->to_pl_enm_buildings2);
841
842 if ( pCard->to_player_quarry_lvl == 99 || pCard->to_pl_enm_quarry_lvl == 99 ||
843 pCard->to_player_quarry_lvl2 == 99 || pCard->to_pl_enm_quarry_lvl2 == 99 )
844 element_power = enemy->quarry_level - player->quarry_level;
845 else
846 element_power = pCard->to_player_quarry_lvl + pCard->to_pl_enm_quarry_lvl +
847 pCard->to_player_quarry_lvl2 + pCard->to_pl_enm_quarry_lvl;
848
849 card_power += 40 * element_power;
850
851 if ( pCard->to_player_magic_lvl == 99 || pCard->to_pl_enm_magic_lvl == 99 ||
852 pCard->to_player_magic_lvl2 == 99 || pCard->to_pl_enm_magic_lvl2 == 99 )
853 element_power = enemy->magic_level - player->magic_level;
854 else
855 element_power = pCard->to_player_magic_lvl + pCard->to_pl_enm_magic_lvl +
856 pCard->to_player_magic_lvl2 + pCard->to_pl_enm_magic_lvl2;
857 card_power += 40 *element_power;
858
859 if ( pCard->to_player_zoo_lvl == 99 || pCard->to_pl_enm_zoo_lvl == 99 ||
860 pCard->to_player_zoo_lvl2 == 99 || pCard->to_pl_enm_zoo_lvl2 == 99 )
861 element_power = enemy->zoo_level - player->zoo_level;
862 else
863 element_power = pCard->to_player_zoo_lvl + pCard->to_pl_enm_zoo_lvl +
864 pCard->to_player_zoo_lvl2 + pCard->to_pl_enm_zoo_lvl2;
865 card_power += 40 *element_power;
866
867 if ( pCard->to_player_bricks == 99 || pCard->to_pl_enm_bricks == 99 ||
868 pCard->to_player_bricks2 == 99 || pCard->to_pl_enm_bricks2 == 99 )
869 element_power = enemy->resource_bricks - player->resource_bricks;
870 else
871 element_power = pCard->to_player_bricks + pCard->to_pl_enm_bricks +
872 pCard->to_player_bricks2 + pCard->to_pl_enm_bricks2;
873 card_power += 2 *element_power;
874
875
876 if ( pCard->to_player_gems == 99 || pCard->to_pl_enm_gems == 99 ||
877 pCard->to_player_gems2 == 99 || pCard->to_pl_enm_gems2 == 99 )
878 element_power = enemy->resource_gems - player->resource_gems;
879 else
880 element_power = pCard->to_player_gems + pCard->to_pl_enm_gems +
881 pCard->to_player_gems2 + pCard->to_pl_enm_gems2;
882 card_power += 2 *element_power;
883
884 if ( pCard->to_player_beasts == 99 || pCard->to_pl_enm_beasts == 99 ||
885 pCard->to_player_beasts2 == 99 || pCard->to_pl_enm_beasts2 == 99 )
886 element_power = enemy->resource_beasts - player->resource_beasts;
887 else
888 element_power = pCard->to_player_beasts + pCard->to_pl_enm_beasts +
889 pCard->to_player_beasts2 + pCard->to_pl_enm_beasts2;
890 card_power += 2 *element_power;
891
892 if ( pCard->to_enemy_tower == 99 || pCard->to_enemy_tower2 == 99 )
893 element_power = player->tower_height - enemy->tower_height;
894 else
895 element_power = -(pCard->to_enemy_tower + pCard->to_enemy_tower2);
896 card_power += mastery_coeff[E_TOWER][mastery]*element_power;
897
898 if ( pCard->to_enemy_wall == 99 || pCard->to_enemy_wall2 == 99 )
899 element_power = player->wall_height - enemy->wall_height;
900 else
901 element_power = -(pCard->to_enemy_wall + pCard->to_enemy_wall2);
902 card_power += mastery_coeff[E_WALL][mastery]*element_power;
903
904 card_power -= mastery_coeff[E_BUILDINGS][mastery]*(pCard->to_enemy_buildings + pCard->to_enemy_buildings2);
905
906 if ( pCard->to_enemy_quarry_lvl == 99 || pCard->to_enemy_quarry_lvl2 == 99 )
907 element_power = player->quarry_level - enemy->quarry_level; //5
908 else
909 element_power = -(pCard->to_enemy_quarry_lvl + pCard->to_enemy_quarry_lvl2); //5
910 card_power += mastery_coeff[E_QUARRY][mastery]*element_power;
911
912 if ( pCard->to_enemy_magic_lvl == 99 || pCard->to_enemy_magic_lvl2 == 99 )
913 element_power = player->magic_level - enemy->magic_level; //40
914 else
915 element_power = -(pCard->to_enemy_magic_lvl + pCard->to_enemy_magic_lvl2);
916 card_power += mastery_coeff[E_MAGIC][mastery]*element_power;
917
918 if ( pCard->to_enemy_zoo_lvl == 99 || pCard->to_enemy_zoo_lvl2 == 99 )
919 element_power = player->zoo_level - enemy->zoo_level; //40
920 else
921 element_power = -(pCard->to_enemy_zoo_lvl + pCard->to_enemy_zoo_lvl2);
922 card_power += mastery_coeff[E_ZOO][mastery]*element_power;
923
924 if ( pCard->to_enemy_bricks == 99 || pCard->to_enemy_bricks2 == 99 )
925 element_power = player->resource_bricks - enemy->resource_bricks; //2
926 else
927 element_power = -(pCard->to_enemy_bricks + pCard->to_enemy_bricks2);
928 card_power += mastery_coeff[E_RES][mastery]*element_power;
929
930 if ( pCard->to_enemy_gems == 99 || pCard->to_enemy_gems2 == 99 )
931 element_power = player->resource_gems - enemy->resource_gems; //2
932 else
933 element_power = -(pCard->to_enemy_gems + pCard->to_enemy_gems2);
934 card_power += mastery_coeff[E_RES][mastery]*element_power;
935
936 if ( pCard->to_enemy_beasts == 99 || pCard->to_enemy_beasts2 == 99 )
937 element_power = player->resource_beasts - enemy->resource_beasts; //2
938 else
939 element_power = -(pCard->to_enemy_beasts + pCard->to_enemy_beasts2);
940 card_power += mastery_coeff[E_RES][mastery]*element_power;
941
942 if ( pCard->field_30 || pCard->field_4D )
943 card_power *= 10;
944
945 if ( pCard->field_24 == 1 )
946 element_power = player->resource_bricks - pCard->needed_bricks;
947 else if ( pCard->field_24 == 2 )
948 element_power = player->resource_gems - pCard->needed_gems;
949 else if (pCard->field_24 == 3)
950 element_power = player->resource_beasts - pCard->needed_beasts;
951 if ( element_power > 3 )
952 element_power = 3;
953 card_power += 5 * element_power;
954
955 if ( enemy->tower_height <= pCard->to_enemy_tower2 + pCard->to_enemy_tower )
956 card_power += 9999;
957
958 if (pCard->to_enemy_tower2 + pCard->to_enemy_tower +
959 pCard->to_enemy_wall + pCard->to_enemy_wall2 +
960 pCard->to_enemy_buildings + pCard->to_enemy_buildings2 >= enemy->wall_height + enemy->tower_height)
961 card_power += 9999;
962
963 if ( (pCard->to_player_tower2 + pCard->to_pl_enm_tower2 + pCard->to_player_tower + pCard->to_pl_enm_tower + player->tower_height)
964 >= max_tower_height )
965 card_power += 9999;
966
967 return card_power;
968 }
969
970 //----- (00408BB4) --------------------------------------------------------
971 bool OpponentsAITurn(int player_num)
972 {
973 int all_player_cards_count; // eax@9
974 int random_card_slot; // edi@9
975 ArcomageCard *v12; // ecx@20
976 int v56; // ecx@141
977 int v57; // edx@141
978 // int v64; // eax@169
979 // ArcomageCard *pCard; // ecx@169
980 // char v66; // dl@169
981 // char v67; // dl@173
982 // int v68; // edx@174
983 int v132; // [sp-14h] [bp-14h]@0
984 ArcomagePlayer *enemy; // [sp-10h] [bp-10h]@5
985 ArcomagePlayer *player; // [sp-Ch] [bp-Ch]@5
986
987 byte_4FAA00 = 1;
988 if ( opponent_mastery == 0)
989 {
990 if ( need_to_discard_card == 0 ) //am_byte_4FAA77
991 {
992 for(int i = 0; i < 10; ++i )
993 {
994 all_player_cards_count = GetPlayerHandCardCount(player_num);
995 random_card_slot = rand_interval(0, all_player_cards_count - 1);
996 if ( CanCardBePlayed(player_num, random_card_slot) )
997 return PlayCard(player_num, random_card_slot);
998 }
999 }
1000 all_player_cards_count = GetPlayerHandCardCount(player_num);
1001 random_card_slot= rand_interval(0, all_player_cards_count - 1);
1002 return DiscardCard(player_num, random_card_slot);
1003 }
1004 else if (( opponent_mastery == 1 )|| ( opponent_mastery == 2 ))
1005 {
1006 player = &am_Players[player_num];
1007 enemy = &am_Players[(player_num + 1) % 2];
1008 all_player_cards_count = GetPlayerHandCardCount(player_num);
1009 for(int i = 0; i < 10 ; ++i )
1010 {
1011 if ( i >= all_player_cards_count )
1012 {
1013 cards_power[i].slot_index = -1;
1014 cards_power[i].card_power = -9999;
1015 }
1016 else
1017 {
1018 cards_power[i].slot_index = i;
1019 cards_power[i].card_power = 0;
1020 }
1021 }
1022 for(int i = 0; i < all_player_cards_count ; ++i )
1023 {
1024 v12 = &pCards[am_Players[player_num].cards_at_hand[cards_power[i].slot_index]];
1025 cards_power[i].card_power = CalculateCardPower(player, enemy, v12, opponent_mastery-1);
1026 }
1027
1028 for (int j = all_player_cards_count - 1; j >= 0; --j )
1029 {
1030 for (int m = 0; m < j; ++m )
1031 {
1032 if ( cards_power[m].card_power < cards_power[m + 1].card_power )
1033 {
1034 v56 = cards_power[m].slot_index;
1035 v57 = cards_power[m].card_power;
1036 cards_power[m].slot_index = cards_power[m + 1].slot_index;
1037 cards_power[m].card_power = cards_power[m + 1].card_power;
1038 cards_power[m + 1].slot_index = cards_power[m].slot_index;
1039 cards_power[m + 1].card_power = cards_power[m].card_power;
1040 }
1041 }
1042 }
1043 if ( need_to_discard_card )
1044 {
1045 for ( int i = all_player_cards_count - 1; i; --i )
1046 {
1047 if ( pCards[am_Players[player_num].cards_at_hand[cards_power[i].slot_index]].can_be_discarded )
1048 v132 = cards_power[i].slot_index;
1049 }
1050 }
1051 else
1052 {
1053 for ( int i = all_player_cards_count - 1; i; --i )
1054 {
1055 if ( pCards[am_Players[player_num].cards_at_hand[cards_power[i].slot_index]].can_be_discarded )
1056 v132 = cards_power[i].slot_index;
1057 }
1058 for ( int i = 0; i < all_player_cards_count - 1; ++i )
1059 {
1060 if ( CanCardBePlayed(player_num, cards_power[i].slot_index) && cards_power[i].card_power )
1061 return PlayCard(player_num, cards_power[i].slot_index);
1062 }
1063 }
1064 return DiscardCard(player_num, v132);
1065 }
1066 return true;//result != 0;
1067 }
1068
1069 //----- (00409E6A) --------------------------------------------------------
1070 void ArcomageGame::Loop()
1071 {
1072 while ( !pArcomageGame->GameOver )
1073 {
1074 pArcomageGame->field_F6 = 1;
1075 byte_4FAA24 = 1;
1076 IncreaseResourcesInTurn(current_player_num);
1077 //LABEL_8:
1078 while ( byte_4FAA24 )
1079 {
1080 played_card_id = -1;
1081 GetNextCardFromDeck(current_player_num);
1082 while ( 1 )
1083 {
1084 byte_4FAA24 = PlayerTurn(current_player_num);
1085 if (GetPlayerHandCardCount(current_player_num) <= minimum_cards_at_hand)
1086 {
1087 need_to_discard_card = 0;
1088 break;
1089 }
1090 need_to_discard_card = 1;
1091 if (pArcomageGame->field_F4)
1092 break;
1093 }
1094 }
1095 pArcomageGame->GameOver = IsGameOver();
1096 if ( !pArcomageGame->GameOver )
1097 TurnChange();
1098 if ( pArcomageGame->field_F4 )
1099 pArcomageGame->GameOver = 1;
1100 }
1101 GameResultsApply();
1102 if ( am_gameover )
1103 dword_4FAA70 = 0;
1104 else
1105 dword_4FAA70 = -1;
1106
1107 for( int i = 0; i < 10; ++i )
1108 {
1109 array_4FABD0[i].field_40->Clear(1, 1);
1110 array_4FABD0[i].field_40->Free();
1111 }
1112
1113 pArcomageGame->pGameBackground.Release();
1114 pArcomageGame->pSprites.Release();
1115 pArcomageGame->bGameInProgress = false;
1116 viewparams->bRedrawGameUI = true;
1117 if ( pMovie_Track )
1118 BackToHouseMenu();
1119 for( int i = 0; i < 12; ++i )
1120 pSoundList->UnloadSound(am_sounds[i], 1);
1121 }
1122
1123 //----- (00409FE9) --------------------------------------------------------
1124 void SetStartGameData()
1125 {
1126 signed int j; // edx@7
1127 int card_id_counter; // edx@13
1128 signed int i; // ecx@13
1129 signed int card_dispenser_counter; // eax@13
1130
1131 current_player_num = am_default_starting_player;
1132 SetStartConditions();
1133 for( i = 0; i < 2; ++i )
1134 {
1135 if ( i )
1136 {
1137 strcpy(am_Players[1].pPlayerName, pArcomageGame->pPlayer2Name);
1138 if ( byte_4E185C )
1139 am_Players[1].IsHisTurn = 0;
1140 else
1141 am_Players[1].IsHisTurn = 1;
1142 }
1143 else
1144 {
1145 strcpy(am_Players[0].pPlayerName, pArcomageGame->pPlayer1Name);
1146 am_Players[0].IsHisTurn = 1;
1147 }
1148 am_Players[i].tower_height = start_tower_height;
1149 am_Players[i].wall_height = start_wall_height;
1150 am_Players[i].quarry_level = start_quarry_level;
1151 am_Players[i].magic_level = start_magic_level;
1152 am_Players[i].zoo_level = start_zoo_level;
1153 am_Players[i].resource_bricks = start_bricks_amount;
1154 am_Players[i].resource_gems = start_gems_amount;
1155 am_Players[i].resource_beasts = start_beasts_amount;
1156
1157 for ( j = 0; j < 10; ++j )
1158 {
1159 am_Players[i].cards_at_hand[j] = -1;
1160 if ( am_byte_4E185D )
1161 {
1162 am_Players[i].card_shift[j].x = -1;
1163 am_Players[i].card_shift[j].y = -1;
1164 }
1165 else
1166 {
1167 am_Players[i].card_shift[j].x = 0;
1168 am_Players[i].card_shift[j].y = 0;
1169 }
1170 }
1171 }
1172 strcpy(deckMaster.name, "Master Deck");
1173 for ( i = 0, card_dispenser_counter = -2, card_id_counter = 0; i < DECK_SIZE; ++i, ++card_dispenser_counter)
1174 {
1175 deckMaster.cardsInUse[i] = 0;
1176 deckMaster.cards_IDs[i] = card_id_counter;
1177 switch ( card_dispenser_counter )
1178 {
1179 case 0:
1180 case 2:
1181 case 6:
1182 case 9:
1183 case 13:
1184 case 18:
1185 case 23:
1186 case 33:
1187 case 36:
1188 case 38:
1189 case 44:
1190 case 46:
1191 case 52:
1192 case 57:
1193 case 69:
1194 case 71:
1195 case 75:
1196 case 79:
1197 case 81:
1198 case 84:
1199 case 89:
1200 break;
1201 default:
1202 ++card_id_counter;
1203 }
1204 }
1205 FillPlayerDeck();
1206 }
1207
1208 //----- (0040A198) --------------------------------------------------------
1209 void FillPlayerDeck()
1210 {
1211 signed int m;
1212 int rand_deck_pos;
1213 char card_taken_flags[DECK_SIZE];
1214 int i,j;
1215
1216 ArcomageGame::PlaySound(20);
1217 memset(deckMaster.cardsInUse, 0,DECK_SIZE );
1218 memset(card_taken_flags, 0, DECK_SIZE);
1219
1220 for ( i = 0; i < 2; ++i )
1221 {
1222 for ( j = 0; j < 10; ++j )
1223 {
1224 if ( am_Players[i].cards_at_hand[j] > -1 )
1225 {
1226 for (m = 0; m<DECK_SIZE; ++m)
1227 {
1228 if (deckMaster.cards_IDs[m] == am_Players[i].cards_at_hand[j] && deckMaster.cardsInUse[m] == 0)
1229 {
1230 deckMaster.cardsInUse[m] = 1;
1231 break;
1232 }
1233 }
1234 }
1235 }
1236 }
1237
1238 for ( i = 0; i < DECK_SIZE; ++i )
1239 {
1240 do
1241 rand_deck_pos = rand() % DECK_SIZE;
1242 while (card_taken_flags[rand_deck_pos] == 1 );
1243
1244 card_taken_flags[rand_deck_pos]=1;
1245 playDeck.cards_IDs[i] = deckMaster.cards_IDs[rand_deck_pos];
1246 playDeck.cardsInUse[i] = deckMaster.cardsInUse[rand_deck_pos];
1247 }
1248
1249 deck_walk_index = 0;
1250 amuint_4FABC4 = -1;
1251 pArcomageGame->field_F6 = 1;
1252
1253 }
1254
1255 //----- (0040A255) --------------------------------------------------------
1256 void InitalHandsFill()
1257 {
1258 for (int i = 0; i < minimum_cards_at_hand; ++i )
1259 {
1260 GetNextCardFromDeck(0);
1261 GetNextCardFromDeck(1);
1262 }
1263 pArcomageGame->field_F6 = 1;
1264 }
1265 // 4E1874: using guessed type int dword_4E1874;
1266
1267 //----- (0040A283) --------------------------------------------------------
1268 void GetNextCardFromDeck( int player_num )
1269 {
1270 signed int deck_index; // eax@1
1271 int new_card_id; // edi@1
1272 signed int card_slot_indx; // eax@7
1273
1274 deck_index = deck_walk_index;
1275 for(;;)
1276 {
1277 if ( deck_index >= DECK_SIZE )
1278 {
1279 FillPlayerDeck();
1280 deck_index = deck_walk_index;
1281 }
1282 if ( !playDeck.cardsInUse[deck_index] )
1283 {
1284 new_card_id = playDeck.cards_IDs[deck_index];
1285 ++deck_index;
1286 deck_walk_index = deck_index;
1287 break;
1288 }
1289 ++deck_index;
1290 deck_walk_index = deck_index;
1291 }
1292
1293 ArcomageGame::PlaySound(21);
1294 card_slot_indx = GetEmptyCardSlotIndex(player_num);
1295 if ( card_slot_indx != -1 )
1296 {
1297 amuint_4FAA4C = card_slot_indx;
1298 am_Players[player_num].cards_at_hand[card_slot_indx] = new_card_id;
1299 am_Players[player_num].card_shift[card_slot_indx].x = rand_interval(-4, 4);
1300 am_Players[player_num].card_shift[card_slot_indx].y = rand_interval(-4, 4);
1301 pArcomageGame->field_F6 = 1;
1302 byte_4FAA2D = 1;
1303 }
1304 }
1305
1306 //----- (0040A324) --------------------------------------------------------
1307 int GetEmptyCardSlotIndex( int player_num )
1308 {
1309 for ( int i = 0; i < 10; ++i )
1310 {
1311 if (am_Players[player_num].cards_at_hand[i] == -1)
1312 return i;
1313 }
1314 return -1;
1315 }
1316
1317 //----- (0040A346) --------------------------------------------------------
1318 void IncreaseResourcesInTurn(int player_num)
1319 {
1320 am_Players[player_num].resource_bricks += quarry_bonus + am_Players[player_num].quarry_level;
1321 am_Players[player_num].resource_gems += magic_bonus + am_Players[player_num].magic_level;
1322 am_Players[player_num].resource_beasts += zoo_bonus + am_Players[player_num].zoo_level;
1323 }
1324
1325
1326 //----- (0040A383) --------------------------------------------------------
1327 void TurnChange()
1328 {
1329 char player_name[64]; // [sp+4h] [bp-64h]@4
1330 // RECT v6; // [sp+44h] [bp-24h]@6
1331 ArcomageGame_stru1 v10; // [sp+54h] [bp-14h]@7
1332 POINT v11; // [sp+60h] [bp-8h]@4
1333
1334 if ( !pArcomageGame->field_F4 )
1335 {
1336 if ( am_Players[0].IsHisTurn != 1 || am_Players[1].IsHisTurn != 1 )
1337 {
1338 ++current_player_num;
1339 am_byte_4FAA75 = 1;
1340 if ( current_player_num >= 2 )
1341 current_player_num = 0;
1342 }
1343 else
1344 {
1345 //nullsub_1();
1346 // v11.x = 0;
1347 // v11.y = 0;
1348 strcpy(player_name, "The Next Player is: ");//"След"
1349 // v0 = 0;
1350 v11.y = 200;
1351 v11.x = 320; // - 12 * v0 / 2;
1352 am_DrawText(-1, player_name, &v11);
1353 am_byte_4FAA75 = 1;
1354 ++current_player_num;
1355 if ( current_player_num >= 2 )
1356 current_player_num = 0;
1357 strcpy(player_name, am_Players[current_player_num].pPlayerName);
1358 // v4 = 0;
1359 v11.y = 260;
1360 v11.x = 320;// - 12 * v4 / 2;
1361 am_DrawText(-1, player_name, &v11);
1362 /* v6.left = 0;
1363 v6.right = 640;
1364 v6.top = 0;
1365 v6.bottom = 480;*/
1366 //nullsub_1();
1367 pRenderer->Present();
1368 //nullsub_1();
1369 while ( 1 )
1370 {
1371 while ( !ArcomageGame::MsgLoop(20, &v10) )
1372 ;
1373 if ( v10.field_0 == 1 )
1374 {
1375 if ( v10.field_4 )
1376 break;
1377 //nullsub_1();
1378 continue;
1379 }
1380 if (( v10.field_0 > 4 ) && ( v10.field_0 <= 8 ))
1381 break;
1382 if ( v10.field_0 == 10 )
1383 {
1384 pArcomageGame->field_F4 = 1;
1385 byte_4FAA74 = 1;
1386 break;
1387 }
1388 }
1389 /* v11.x = 0;
1390 v11.y = 0;
1391 v6.left = 0;
1392 v6.right = 640;
1393 v6.top = 0;
1394 v6.bottom = 480;*/
1395 //nullsub_1();
1396 pRenderer->Present();
1397 }
1398 }
1399 }
1400
1401 //----- (0040A514) --------------------------------------------------------
1402 bool IsGameOver()
1403 {
1404 bool result; // eax@1
1405
1406 result = false;
1407 for( int i = 0; i < 2; ++i )
1408 {
1409 if ( am_Players[i].tower_height <= 0 )
1410 result = true;
1411 if ( am_Players[i].tower_height >= max_tower_height )
1412 result = true;
1413 if ( am_Players[i].resource_bricks >= max_resources_amount
1414 || am_Players[i].resource_gems >= max_resources_amount
1415 || am_Players[i].resource_beasts >= max_resources_amount )
1416 result = true;
1417 }
1418
1419 return am_gameover = result;
1420 }
1421
1422 //----- (0040A560) --------------------------------------------------------
1423 char PlayerTurn( int player_num )
1424 {
1425 // int v1; // ebp@0
1426 // unsigned __int64 v2; // qax@3
1427 unsigned __int64 v3; // kr00_8@3
1428
1429 // int v5; // esi@67
1430 // char Dest[100]; // [sp+8h] [bp-A8h]@67
1431 // int v8; // [sp+6Ch] [bp-44h]@3
1432 RECT pSrcXYZW; // [sp+70h] [bp-40h]@75
1433 // int v10[4]; // [sp+80h] [bp-30h]@69
1434 POINT pTargetXY; // [sp+90h] [bp-20h]@75
1435 ArcomageGame_stru1 a2; // [sp+98h] [bp-18h]@8
1436 int animation_stage; // [sp+A4h] [bp-Ch]@1
1437 // char v15; // [sp+AEh] [bp-2h]@63
1438 bool break_loop; // [sp+AFh] [bp-1h]@1
1439
1440 uCardID = -1;
1441 break_loop = false;
1442 animation_stage = 20;
1443 byte_4FAA00 = 0;
1444 dword_4FAA68 = 0;
1445 amuint_4FAA38 = 10;
1446 amuint_4FAA34 = 5;
1447 if ( amuint_4FAA4C != -1 )
1448 byte_4FAA2D = 1;
1449 do
1450 {
1451 do
1452 {
1453 v3 = pEventTimer->Time() - pArcomageGame->event_timer_time;
1454 }
1455 while (v3 < 6);
1456 pArcomageGame->event_timer_time = (unsigned int)pEventTimer->Time();
1457 if ( pArcomageGame->field_F4 )
1458 break_loop = true;
1459 ArcomageGame::MsgLoop(0, &a2);
1460 switch ( a2.field_0 )
1461 {
1462 case 2:
1463 if ( a2.field_4 == 129 && a2.field_8 == 1 )
1464 {
1465 pAudioPlayer->StopChannels(-1, -1);
1466 dword_4FAA68 = 0;
1467 break_loop = true;
1468 pArcomageGame->field_F4 = 1;
1469 }
1470 break;
1471 case 9:
1472 pArcomageGame->field_F6 = 1;
1473 break;
1474 case 10:
1475 pAudioPlayer->StopChannels(-1, -1);
1476 byte_4FAA74 = 1;
1477 break_loop = true;
1478 pArcomageGame->field_F4 = 1;
1479 break;
1480 }
1481
1482 if (am_Players[current_player_num].IsHisTurn != 1 &&
1483 !byte_4FAA00 && !byte_4FAA2E && !byte_4FAA2D )
1484 {
1485 if ( am_byte_4FAA75 )
1486 am_byte_4FAA76 = 1;
1487 OpponentsAITurn(current_player_num);
1488 byte_4FAA2E = 1;
1489 }
1490 if ( amuint_4FAA4C != -1 && amuint_4FAA38 > 10 )
1491 amuint_4FAA38 = 10;
1492 if ( byte_4FAA2E || byte_4FAA2D ||am_Players[current_player_num].IsHisTurn != 1 )
1493 {
1494 pArcomageGame->field_F6 = 1;
1495 if ( byte_4FAA2D )
1496 {
1497 --amuint_4FAA38;
1498 if ( amuint_4FAA38 < 0 )
1499 {
1500 byte_4FAA2D = 0;
1501 amuint_4FAA38 = 10;
1502 break_loop = false;
1503 }
1504 }
1505 if ( byte_4FAA2E )
1506 {
1507 --animation_stage;
1508 if ( animation_stage < 0 )
1509 {
1510 if ( dword_4FAA68 > 1 )
1511 {
1512 --dword_4FAA68;
1513 byte_4FAA00 = 0;
1514 }
1515 else
1516 break_loop = true;
1517 byte_4FAA2E = 0;
1518 animation_stage = 20;
1519 }
1520 }
1521 }
1522 else
1523 {
1524 if ( need_to_discard_card )
1525 {
1526 if ( a2.field_0 == 7 && DiscardCard(player_num, current_card_slot_index) )
1527 {
1528 if ( am_byte_4FAA75 )
1529 am_byte_4FAA76 = 1;
1530 if ( dword_4FAA64 > 0 )
1531 {
1532 --dword_4FAA64;
1533 need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand;
1534 }
1535 byte_4FAA2E = 1;
1536 }
1537 if ( a2.field_0 == 8 && DiscardCard(player_num, current_card_slot_index) )
1538 {
1539 if ( am_byte_4FAA75 )
1540 am_byte_4FAA76 = 1;
1541 if ( dword_4FAA64 > 0 )
1542 {
1543 --dword_4FAA64;
1544 need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand;
1545 }
1546 byte_4FAA2E = 1;
1547 }
1548 }
1549 else
1550 {
1551 if ( a2.field_0 == 7 )
1552 {
1553 if ( PlayCard(player_num, current_card_slot_index) )
1554 {
1555 byte_4FAA2E = 1;
1556 if ( am_byte_4FAA75 )
1557 am_byte_4FAA76 = 1;
1558 }
1559 }
1560 if ( a2.field_0 == 8 )
1561 {
1562 if ( DiscardCard(player_num, current_card_slot_index) )
1563 {
1564 byte_4FAA2E = 1;
1565 if ( am_byte_4FAA75 )
1566 am_byte_4FAA76 = 1;
1567 }
1568 }
1569 }
1570 }
1571 //nullsub_1();
1572 //if ( false )
1573 //{
1574 // if ( !v15 )
1575 // {
1576 // //nullsub_1();
1577 // v15 = 1;
1578 // }
1579 //}
1580 //else
1581 //{
1582 // v15 = 0;
1583 // }
1584 //if ( false )
1585 //{
1586 // //nullsub_1();
1587 // //nullsub_1();
1588 // // assert(false && "Invalid strcpy params");
1589 // // inv_strcpy(nullptr, Dest);
1590 // v5 = 0;//unk::const_0(&unk_4E19FC, 0);
1591 // //nullsub_1();
1592 // if ( v5 == 1 )
1593 // {
1594 // pAudioPlayer->StopChannels(-1, -1);
1595 // v16 = 1;
1596 // pArcomageGame->field_F4 = 1;
1597 // dword_4FAA68 = 0;
1598 // }
1599 // /*v10[0] = 0;
1600 // v10[2] = 640;
1601 // v10[1] = 0;
1602 // v10[3] = 480;*/
1603 // //nullsub_1();
1604 //}
1605 if ( dword_4FABB8 != DrawCardsRectangles(player_num) )
1606 {
1607 dword_4FABB8 = DrawCardsRectangles(player_num);
1608 pArcomageGame->field_F6 = 1;
1609 }
1610 if ( pArcomageGame->field_F6 )
1611 {
1612 DrawGameUI(animation_stage);
1613 DoBlt_Copy(pArcomageGame->pBackgroundPixels);
1614 pArcomageGame->field_F6 = 0;
1615 }
1616 if ( pArcomageGame->field_F9 )
1617 {
1618 pTargetXY.x = 0;
1619 pTargetXY.y = 0;
1620 pSrcXYZW.left = 0;
1621 pSrcXYZW.right = window->GetWidth();
1622 pSrcXYZW.top = 0;
1623 pSrcXYZW.bottom = window->GetHeight();
1624 am_BeginScene(pArcomageGame->pBackgroundPixels, -1, 1);
1625 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);
1626 am_EndScene();
1627 DrawGameUI(animation_stage);
1628 pRenderer->Present();
1629 pArcomageGame->field_F9 = 0;
1630 }
1631 }
1632 while ( !break_loop );
1633 return dword_4FAA68 > 0;
1634 }
1635
1636
1637 //----- (0040A9AF) --------------------------------------------------------
1638 void DrawGameUI( int animation_stage )
1639 {
1640 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1641 DrawRectanglesForText();
1642 am_EndScene();
1643
1644 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1645 DrawCards();//рисуем карты
1646 DrawPlayersTowers();//рисуем башню
1647 DrawPlayersWall();//рисуем стену
1648 DrawPlayersText();//рисуем текст
1649 am_EndScene();
1650
1651 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1652 DrawCardAnimation(animation_stage);
1653
1654 for( int i = 0; i < 10; ++i )
1655 {
1656 if (array_4FABD0[i].have_effect)
1657 array_4FABD0[i].field_40->DrawEffect();
1658 }
1659 current_card_slot_index = DrawCardsRectangles(current_player_num);
1660 DrawSparks();
1661 am_EndScene();
1662 }
1663
1664 //----- (0040AA4E) --------------------------------------------------------
1665 void DrawSparks()
1666 {
1667 int rgb_pixel_color; // [sp-4h] [bp-2Ch]@4
1668 unsigned int pixel_color;
1669
1670 for ( int i = 0; i < 10; ++i )
1671 {
1672 if(array_4FABD0[i].have_effect && (array_4FABD0[i].field_40->_40E2A7()==2))
1673 {
1674 rgb_pixel_color = 0x0000FF00;
1675 if ( !array_4FABD0[i].effect_sign )
1676 rgb_pixel_color = 0x000000FF;
1677 pixel_color = R8G8B8_to_TargetFormat(rgb_pixel_color);
1678 for( int j = 0; j < 150; ++j )
1679 {
1680 if (array_4FABD0[i].effect_sparks[j].have_spark > 0)
1681 {
1682 if ( j%2 )
1683 DrawPixel(&array_4FABD0[i].effect_sparks[j].spark_position, pixel_color);
1684 else
1685 DrawSquare(&array_4FABD0[i].effect_sparks[j].spark_position, pixel_color);
1686 }
1687 }
1688 }
1689 }
1690 }
1691
1692 //----- (0040AB0A) --------------------------------------------------------
1693 void DrawRectanglesForText()
1694 {
1695 RECT pSrcRect; // [sp+Ch] [bp-18h]@1
1696 POINT pTargetXY; // [sp+1Ch] [bp-8h]@1
1697
1698 //resources rectangles
1699 pSrcRect.left = 765;
1700 pSrcRect.top = 0;
1701 pSrcRect.right = 843;
1702 pSrcRect.bottom = 216;
1703
1704 pTargetXY.x = 8;
1705 pTargetXY.y = 56;
1706 pRenderer->am_Blt_Copy(&pSrcRect, &pTargetXY, 2);
1707
1708 pTargetXY.x = 555;
1709 pTargetXY.y = 56;
1710 pRenderer->am_Blt_Copy(&pSrcRect, &pTargetXY, 2);
1711
1712 //players name rectangle
1713 pSrcRect.left = 283;
1714 pSrcRect.top = 166;
1715 pSrcRect.right = 361;
1716 pSrcRect.bottom = 190;
1717 pTargetXY.x = 8;
1718 pTargetXY.y = 13;
1719 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2);
1720
1721 pTargetXY.x = 555;
1722 pTargetXY.y = 13;
1723 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2);
1724
1725 //tower height rectangle
1726 pSrcRect.left = 234;
1727 pSrcRect.top = 166;
1728 pSrcRect.right = 283;
1729 pSrcRect.bottom = 190;
1730 pTargetXY.x = 100;
1731 pTargetXY.y = 296;
1732 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2);
1733
1734 pTargetXY.x = 492;
1735 pTargetXY.y = 296;
1736 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2);
1737
1738 //wall height rectangle
1739 pSrcRect.left = 192;
1740 pSrcRect.top = 166;
1741 pSrcRect.right = 234;
1742 pSrcRect.bottom = 190;
1743 pTargetXY.x = 168;
1744 pTargetXY.y = 296;
1745 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2);
1746
1747 pTargetXY.x = 430;
1748 pTargetXY.y = 296;
1749 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2);
1750 }
1751
1752 //----- (0040AC5F) --------------------------------------------------------
1753 void DrawPlayersText()
1754 {
1755 int res_value; // ecx@18
1756 char text_buff[32]; // [sp+Ch] [bp-28h]@2
1757 POINT text_position; // [sp+2Ch] [bp-8h]@2
1758
1759 if ( need_to_discard_card )
1760 {
1761 strcpy(text_buff, pGlobalTXT_LocalizationStrings[266]);// DISCARD A CARD
1762 text_position.x = 320 - pArcomageGame->pfntArrus->GetLineWidth(text_buff) / 2;
1763 text_position.y = 306;
1764 am_DrawText(-1, text_buff, &text_position);
1765 }
1766 strcpy( text_buff, am_Players[0].pPlayerName);
1767 if ( !current_player_num )
1768 strcat(text_buff, "***");
1769 text_position.x = 47 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2;
1770 text_position.y = 21;
1771 am_DrawText(-1, text_buff, &text_position);
1772
1773 strcpy(text_buff, am_Players[1].pPlayerName);
1774 if ( current_player_num == 1 )
1775 strcat(text_buff, "***" );
1776 text_position.x = 595 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2;
1777 text_position.y = 21;
1778 am_DrawText(-1, text_buff, &text_position);
1779
1780 am_IntToString(am_Players[0].tower_height, text_buff);
1781 text_position.x = 123 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2;
1782 text_position.y = 305;
1783 am_DrawText(-1, text_buff, &text_position);
1784
1785 am_IntToString(am_Players[1].tower_height, text_buff);
1786 text_position.x = 515 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2;
1787 text_position.y = 305;
1788 am_DrawText(-1, text_buff, &text_position);
1789
1790 am_IntToString(am_Players[0].wall_height, text_buff);
1791 text_position.x = 188 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2;
1792 text_position.y = 305;
1793 am_DrawText(-1, text_buff, &text_position);
1794
1795 am_IntToString(am_Players[1].wall_height, text_buff);
1796 text_position.x = 451 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2;
1797 text_position.y = 305;
1798 am_DrawText(-1, text_buff, &text_position);
1799
1800 res_value = am_Players[0].quarry_level;
1801 if ( use_start_bonus )
1802 res_value =am_Players[0].quarry_level + quarry_bonus;
1803 am_IntToString(res_value, text_buff);
1804 text_position.x = 14;// - 6 * 0 / 2;
1805 text_position.y = 92;
1806 DrawPlayerLevels(-1, text_buff, &text_position);
1807
1808 res_value = am_Players[1].quarry_level;
1809 if ( use_start_bonus )
1810 res_value = am_Players[1].quarry_level + quarry_bonus;
1811 am_IntToString(res_value, text_buff);
1812 // v2 = 0;
1813 text_position.y = 92;
1814 text_position.x = 561; //- 6 * v2 / 2;
1815 DrawPlayerLevels(-1, text_buff, &text_position);
1816
1817 res_value = am_Players[0].magic_level;
1818 if ( use_start_bonus )
1819 res_value = am_Players[0].magic_level + magic_bonus;
1820 am_IntToString(res_value, text_buff);
1821 // v4 = 0;
1822 text_position.y = 164;
1823 text_position.x = 14; //- 6 * v4 / 2;
1824 DrawPlayerLevels(-1, text_buff, &text_position);
1825
1826 res_value = am_Players[1].magic_level;
1827 if ( use_start_bonus )
1828 res_value = am_Players[1].magic_level + magic_bonus;
1829 am_IntToString(res_value, text_buff);
1830 // v6 = 0;
1831 text_position.y = 164;
1832 text_position.x = 561; //- 6 * v6 / 2;
1833 DrawPlayerLevels(-1, text_buff, &text_position);
1834
1835 res_value = am_Players[0].zoo_level;
1836 if ( use_start_bonus )
1837 res_value = am_Players[0].zoo_level + zoo_bonus;
1838 am_IntToString(res_value, text_buff);
1839 // v8 = 0;
1840 text_position.y = 236;
1841 text_position.x = 14;// - 6 * v8 / 2;
1842 DrawPlayerLevels(-1, text_buff, &text_position);
1843
1844 res_value = am_Players[1].zoo_level;
1845 if ( use_start_bonus )
1846 res_value = am_Players[1].zoo_level + zoo_bonus;
1847 am_IntToString(res_value, text_buff);
1848 // v10 = 0;
1849 text_position.y = 236;
1850 text_position.x = 561;// - 6 * v10 / 2;
1851 DrawPlayerLevels(-1, text_buff, &text_position);
1852
1853 am_IntToString(am_Players[0].resource_bricks, text_buff);
1854 text_position.y = 114;
1855 text_position.x = 10;
1856 DrawBricksCount(-1, text_buff, &text_position);
1857
1858 am_IntToString(am_Players[1].resource_bricks, text_buff);
1859 text_position.x = 557;
1860 text_position.y = 114;
1861 DrawBricksCount(-1, text_buff, &text_position);
1862
1863 am_IntToString(am_Players[0].resource_gems, text_buff);
1864 text_position.x = 10;
1865 text_position.y = 186;
1866 DrawGemsCount(-1, text_buff, &text_position);
1867
1868 am_IntToString(am_Players[1].resource_gems, text_buff);
1869 text_position.x = 557;
1870 text_position.y = 186;
1871 DrawGemsCount(-1, text_buff, &text_position);
1872
1873 am_IntToString(am_Players[0].resource_beasts, text_buff);
1874 text_position.x = 10;
1875 text_position.y = 258;
1876 DrawBeastsCount(-1, text_buff, &text_position);
1877
1878 am_IntToString(am_Players[1].resource_beasts, text_buff);
1879 text_position.x = 557;
1880 text_position.y = 258;
1881 DrawBeastsCount(-1, text_buff, &text_position);
1882 }
1883
1884
1885 //----- (0040B102) --------------------------------------------------------
1886 void DrawPlayerLevels( int a1, char *text, POINT *pXY )
1887 {
1888 char *v3; // esi@1
1889 unsigned char test_char; // bl@2
1890 int v7; // eax@3
1891 RECT pSrcRect;
1892 POINT pTargetPoint;
1893
1894 v3 = text;
1895 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1896 pTargetPoint.x = pXY->x;
1897 pTargetPoint.y = pXY->y;
1898 do
1899 {
1900 test_char = *v3;
1901 ++v3;
1902 if ( test_char )
1903 {
1904 v7 = 22 * test_char;
1905 pSrcRect.right = v7 - 842;
1906 pSrcRect.left = v7 - 864;
1907 pSrcRect.top = 190;
1908 pSrcRect.bottom = 207;
1909 pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetPoint, pArcomageGame->field_54, 1);
1910 pTargetPoint.x += 22;
1911 }
1912 }
1913 while ( test_char!= 0 );
1914 am_EndScene();
1915 }
1916
1917 //----- (0040B17E) --------------------------------------------------------
1918 void DrawBricksCount( int a1, char* text, POINT *pXY )
1919 {
1920 char *v3; // esi@1
1921 unsigned char test_char; // bl@2
1922 int v7; // eax@3
1923 RECT pSrcRect;
1924 POINT pTargetPoint;
1925
1926 v3 = text;
1927 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1928 pTargetPoint.x = pXY->x;
1929 pTargetPoint.y = pXY->y;
1930 do
1931 {
1932 test_char = *v3;
1933 ++v3;
1934 if ( test_char )
1935 {
1936 v7 = 13 * test_char;
1937 pSrcRect.left = v7 - 370;
1938 pSrcRect.right = v7 - 357;
1939 pSrcRect.top = 128;
1940 pSrcRect.bottom = 138;
1941 pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2);
1942 pTargetPoint.x += 13;
1943 }
1944 }
1945 while ( test_char!= 0 );
1946 am_EndScene();
1947 }
1948
1949 //----- (0040B1F3) --------------------------------------------------------
1950 void DrawGemsCount( int a1, char* text, POINT* pXY )
1951 {
1952 char *v3; // esi@1
1953 unsigned char test_char; // bl@2
1954 int v7; // eax@3
1955 RECT pSrcRect;
1956 POINT pTargetPoint;
1957
1958 v3 = text;
1959 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1960 pTargetPoint.x = pXY->x;
1961 pTargetPoint.y = pXY->y;
1962 do
1963 {
1964 test_char = *v3;
1965 ++v3;
1966 if ( test_char )
1967 {
1968 v7 = 13 * test_char;
1969 pSrcRect.left = v7 - 370;
1970 pSrcRect.right = v7 - 357;
1971 pSrcRect.top = 138;
1972 pSrcRect.bottom = 148;
1973 pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2);
1974 pTargetPoint.x += 13;
1975 }
1976 }
1977 while ( test_char!= 0 );
1978 am_EndScene();
1979 }
1980
1981 //----- (0040B268) --------------------------------------------------------
1982 void DrawBeastsCount( int a1, char *text, POINT *pXY )
1983 {
1984 char *v3; // esi@1
1985 unsigned char test_char; // bl@2
1986 int v7; // eax@3
1987 RECT pSrcRect;
1988 POINT pTargetPoint;
1989
1990 v3 = text;
1991 am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1);
1992 pTargetPoint.x = pXY->x;
1993 pTargetPoint.y = pXY->y;
1994 do
1995 {
1996 test_char = *v3;
1997 ++v3;
1998 if ( test_char )
1999 {
2000 v7 = 13 * test_char;
2001 pSrcRect.left = v7 - 370;
2002 pSrcRect.right = v7 - 357;
2003 pSrcRect.top = 148;
2004 pSrcRect.bottom = 158;
2005 pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2);
2006 pTargetPoint.x += 13;
2007 }
2008 }
2009 while ( test_char!= 0 );
2010 am_EndScene();
2011 }
2012
2013 //----- (0040B2DD) --------------------------------------------------------
2014 void DrawPlayersTowers()
2015 {
2016 int tower_height; // eax@1
2017 int tower_top; // esi@3
2018 RECT pSrcXYZW; // [sp+0h] [bp-18h]@3
2019 POINT pTargetXY; // [sp+10h] [bp-8h]@3
2020
2021 tower_height= am_Players[0].tower_height;
2022 if ( am_Players[0].tower_height > max_tower_height )
2023 tower_height = max_tower_height;
2024 pSrcXYZW.top = 0;
2025 pSrcXYZW.left = 892;
2026 pSrcXYZW.right = 937;
2027 tower_top = 200 * tower_height / max_tower_height;
2028 pSrcXYZW.bottom = tower_top;
2029 pTargetXY.x = 102;
2030 pTargetXY.y = 297 - tower_top;
2031 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//стена башни
2032
2033 pSrcXYZW.top = 0;
2034 pSrcXYZW.left = 384;
2035 pSrcXYZW.right = 452;
2036 pSrcXYZW.bottom = 94;
2037 pTargetXY.y = 203 - tower_top;
2038 pTargetXY.x = 91;
2039 pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2);//верхушка башни
2040
2041 tower_height = am_Players[1].tower_height;
2042 if (am_Players[1].tower_height > max_tower_height )
2043 tower_height = max_tower_height;
2044 tower_top = 200 * tower_height / max_tower_height;
2045 pSrcXYZW.top = 0;
2046 pSrcXYZW.left = 892;
2047 pSrcXYZW.right = 937;
2048 pSrcXYZW.bottom = tower_top;
2049
2050 pTargetXY.x = 494;
2051 pTargetXY.y = 297 - tower_top;
2052 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);
2053 //draw tower up cone
2054 pSrcXYZW.left = 384;
2055 pSrcXYZW.right = 452;
2056 pSrcXYZW.top = 94;
2057 pSrcXYZW.bottom = 188;
2058
2059 pTargetXY.x = 483;
2060 pTargetXY.y = 203 - tower_top;
2061 pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2);
2062 }
2063 // 4E1884: using guessed type int dword_4E1884;
2064
2065 //----- (0040B400) --------------------------------------------------------
2066 void DrawPlayersWall()
2067 {
2068 int v0; // eax@1
2069 int v1; // eax@4
2070 // LONG v2; // ecx@4
2071 int v3; // eax@5
2072 int v4; // eax@8
2073 // LONG v5; // esi@8
2074 RECT pSrcXYZW; // [sp+4h] [bp-18h]@4
2075 POINT pTargetXY; // [sp+14h] [bp-8h]@4
2076
2077 v0 = am_Players[0].wall_height;
2078
2079 if ( am_Players[0].wall_height > 100 )
2080 v0 = 100;
2081
2082 if ( am_Players[0].wall_height > 0 )
2083 {
2084 pSrcXYZW.top = 0;
2085 pSrcXYZW.left = 843;
2086 v1 = 200 * v0 / 100;
2087 pSrcXYZW.right = 867;
2088 pSrcXYZW.bottom = v1;
2089 pTargetXY.x = 177;
2090 pTargetXY.y = 297 - v1;
2091 pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2);
2092 }
2093 v3 = am_Players[1].wall_height;
2094 if ( am_Players[1].wall_height > 100 )
2095 v3 = 100;
2096 if ( am_Players[1].wall_height > 0 )
2097 {
2098 pSrcXYZW.top = 0;
2099 pSrcXYZW.left = 843;
2100 v4 = 200 * v3 / 100;
2101 pSrcXYZW.right = 867;
2102 pSrcXYZW.bottom = v4;
2103 pTargetXY.x = 439;
2104 pTargetXY.y = 297 - v4;
2105 pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2);
2106 }
2107 }
2108
2109 //----- (0040B4B9) --------------------------------------------------------
2110 void DrawCards()
2111 {
2112 int v0; // esi@1
2113 // char v1; // bl@1
2114 int v2; // edi@1
2115 //int v3; // edx@2
2116 // int v4; // eax@3
2117 // int v5; // ecx@3
2118 // int v6; // eax@3
2119 unsigned int v7; // ecx@4
2120 // int v8; // eax@16
2121 // int v9; // ecx@16
2122 // int v10; // eax@16
2123 signed int v11; // edi@18
2124 // signed int v12; // esi@20
2125 // int v13; // ecx@20
2126 // int v14; // eax@23
2127 // signed int v15; // eax@25
2128 // int v16; // ecx@25
2129 // POINT *v17; // esi@26
2130 // signed int v18; // eax@29
2131 // AcromageCardOnTable *v19; // ecx@29
2132 // int v20; // ecx@31
2133 // int v21; // [sp-4h] [bp-2Ch]@8
2134 RECT pSrcXYZW; // [sp+Ch] [bp-1Ch]@8
2135 POINT pTargetXY; // [sp+1Ch] [bp-Ch]@1
2136 int v24; // [sp+24h] [bp-4h]@1
2137
2138 v0 = GetPlayerHandCardCount(current_player_num);
2139 pTargetXY.y = 327;
2140 v24 = (window->GetWidth() - 96 * v0) / (v0 + 1);
2141 pTargetXY.x = (window->GetWidth() - 96 * v0) / (v0 + 1);
2142 for ( v2 = 0; v2 < v0; ++v2 )
2143 {
2144 //v3 = current_player_num;
2145 if ( am_byte_4E185D)
2146 {
2147 pTargetXY.x += am_Players[current_player_num].card_shift[v2].x;
2148 pTargetXY.y += am_Players[current_player_num].card_shift[v2].y;
2149 }
2150 v7 = am_Players[current_player_num].cards_at_hand[v2];
2151 if ( am_Players[current_player_num].cards_at_hand[v2] == -1 )
2152 {
2153 ++v0;
2154 }
2155 else if ( v2 != amuint_4FAA4C )
2156 {
2157 if ( am_Players[current_player_num].IsHisTurn == 0 && byte_505881 == 0 )
2158 {
2159 pSrcXYZW.left = 192;
2160 pSrcXYZW.right = 288;
2161 pSrcXYZW.top = 0;
2162 pSrcXYZW.bottom = 128;
2163 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//рисуется оборотные стороны карт противника
2164 pTargetXY.x += v24 + 96;
2165 }
2166 else
2167 {
2168
2169 pArcomageGame->GetCardRect(v7, &pSrcXYZW);
2170 if (!CanCardBePlayed(current_player_num, v2))
2171 {
2172 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0);//рисуются неактивные карты
2173 pTargetXY.x += v24 + 96;
2174 }
2175 else
2176 {
2177 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//рисуются активные карты
2178 pTargetXY.x += v24 + 96;
2179 }
2180 }
2181 }
2182 else
2183 pTargetXY.x += v24 + 96;
2184 //LABEL_15:
2185 if ( am_byte_4E185D )
2186 {
2187 pTargetXY.x -= am_Players[current_player_num].card_shift[v2].x;
2188 pTargetXY.y -= am_Players[current_player_num].card_shift[v2].y;
2189 }
2190 }
2191
2192 for ( v11 = 0; v11 < 10; ++v11 )
2193 {
2194 if ( am_byte_4FAA76 == 0 )
2195 {
2196 if ( shown_cards[v11].uCardId != -1 )
2197 {
2198 pArcomageGame->GetCardRect(shown_cards[v11].uCardId, &pSrcXYZW);
2199 pRenderer->am_Blt_Copy(&pSrcXYZW, &shown_cards[v11].field_18_point, 0);
2200 }
2201 if ( shown_cards[v11].field_4 != 0 )
2202 {
2203 pTargetXY.x = shown_cards[v11].field_18_point.x + 12;
2204 pTargetXY.y = shown_cards[v11].field_18_point.y + 40;
2205 pSrcXYZW.left = 843;
2206 pSrcXYZW.right = 916;
2207 pSrcXYZW.top = 200;
2208 pSrcXYZW.bottom = 216;
2209 pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2);
2210 }
2211 }
2212 else if ( amuint_4FAA34 <= 0 )
2213 {
2214 if ( v11 == 9 )
2215 {
2216 am_byte_4FAA76 = 0;
2217 am_byte_4FAA75 = 0;
2218 amuint_4FAA34 = 5;
2219 }
2220 if ( shown_cards[v11].uCardId != -1 )
2221 amuint_4FABC4 = shown_cards[v11].uCardId;
2222 shown_cards[v11].uCardId = -1;
2223 shown_cards[v11].field_18_point.x = shown_cards[v11].field_8.x;
2224 shown_cards[v11].field_18_point.y = shown_cards[v11].field_8.y;
2225 shown_cards[v11].field_4 = 0;
2226 }
2227 else
2228 {
2229 if ( shown_cards[v11].uCardId != -1 )
2230 {
2231 shown_cards[v11].field_18_point.x += shown_cards[v11].field_10_xplus;
2232 shown_cards[v11].field_18_point.y += shown_cards[v11].field_14_y_plus;
2233 pArcomageGame->GetCardRect(shown_cards[v11].uCardId, &pSrcXYZW);
2234 pRenderer->am_Blt_Copy(&pSrcXYZW, &shown_cards[v11].field_18_point, 0);
2235 }
2236 }
2237 }
2238 if ( am_byte_4FAA76 != 0 )
2239 --amuint_4FAA34;
2240 pSrcXYZW.left = 192;
2241 pSrcXYZW.right = 288;
2242 pSrcXYZW.top = 0;
2243 pSrcXYZW.bottom = 128;
2244 pTargetXY.x = 120;
2245 pTargetXY.y = 18;
2246 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0);
2247 }
2248
2249 //----- (0040B76F) --------------------------------------------------------
2250 void DrawCardAnimation( int animation_stage )
2251 {
2252 int v1; // eax@3
2253 int v2; // eax@3
2254 // int v3; // esi@4
2255 int v4; // eax@4
2256 // POINT *v5; // edx@6
2257 // RECT *v6; // ecx@6
2258 int v8; // eax@15
2259 // AcromageCardOnTable *v9; // ecx@15
2260 // int v10; // ecx@19
2261 // int v11; // eax@20
2262 // int v12; // ecx@20
2263 // int v13; // eax@20
2264 // unsigned int v14; // ecx@21
2265 double v15; // st7@22
2266 // POINT *v16; // edx@23
2267 int v17; // eax@32
2268 char v18; // zf@37
2269 int v19; // eax@41
2270 // int v20; // eax@46
2271 // int v21; // ecx@46
2272 // int v22; // eax@46
2273 // int v23; // [sp-4h] [bp-2Ch]@28
2274 RECT pSrcXYZW; // [sp+Ch] [bp-1Ch]@6
2275 POINT pTargetXY; // [sp+1Ch] [bp-Ch]@20
2276 int v26; // [sp+24h] [bp-4h]@1
2277
2278 v26 = animation_stage;
2279 if ( amuint_4FAA4C != -1 )
2280 {
2281 if ( amuint_4FAA38 >= 9 )
2282 {
2283 am_uint_4FAA44_blt_xy.y = 18;
2284 am_uint_4FAA44_blt_xy.x = 120;
2285 v1 = GetPlayerHandCardCount(current_player_num);
2286 v2 = (window->GetWidth() - 96 * v1) / v1 + 96;
2287 if ( am_byte_4E185D )
2288 {
2289 // v3 = 188 * current_player_num + 8 * amuint_4FAA4C;
2290 // amuint_4FAA3C_blt_xy.x = (amuint_4FAA4C * v2 + *(am_Players[0].arr_6C[0] + v3) - 120) / 10;
2291 amuint_4FAA3C_blt_xy.x=(amuint_4FAA4C * v2 + am_Players[current_player_num].card_shift[amuint_4FAA4C].x-120)/10;
2292 v4 = (am_Players[current_player_num].card_shift[amuint_4FAA4C].y+309) /10;//(*(&am_Players[0].arr_6C[0][1] + v3) + 309) / 10;
2293 }
2294 else
2295 {
2296 amuint_4FAA3C_blt_xy.x = (amuint_4FAA4C * v2 - 120) / 10;
2297 v4 = 30;
2298 }
2299 am_uint_4FAA44_blt_xy.y += v4;
2300 am_uint_4FAA44_blt_xy.x += amuint_4FAA3C_blt_xy.x;
2301 amuint_4FAA3C_blt_xy.y = v4;
2302 pSrcXYZW.left = 192;
2303 pSrcXYZW.top = 0;
2304 pSrcXYZW.right = 288;
2305 pSrcXYZW.bottom = 128;
2306 pRenderer->am_Blt_Copy(&pSrcXYZW, &am_uint_4FAA44_blt_xy, 2);
2307 }
2308 else
2309 {
2310 pSrcXYZW.left = 192;
2311 pSrcXYZW.top = 0;
2312 pSrcXYZW.right = 288;
2313 pSrcXYZW.bottom = 128;
2314 am_uint_4FAA44_blt_xy.x += amuint_4FAA3C_blt_xy.x;
2315 am_uint_4FAA44_blt_xy.y += amuint_4FAA3C_blt_xy.y;
2316 pRenderer->am_Blt_Copy(&pSrcXYZW, &am_uint_4FAA44_blt_xy, 2);
2317 if ( !amuint_4FAA38 )
2318 amuint_4FAA4C = -1;
2319 }
2320 }
2321 if ( uCardID != -1 )
2322 {
2323 if ( v26 <= 10 )
2324 {
2325 if ( v26 == 10 )
2326 {
2327 pArcomageGame->GetCardRect(uCardID, &pSrcXYZW);
2328 // v8 = 0;
2329 for ( v8 = 0; v8 < 10; ++v8 )
2330 {
2331 if (shown_cards[v8].uCardId==-1)
2332 {
2333 shown_cards[v8].uCardId = uCardID;
2334 shown_cards[v8].field_4 = 1;
2335 break;
2336 }
2337 }
2338 /* v9 = shown_cards;
2339 while ( v9->uCardId != -1 )
2340 {
2341 ++v9;
2342 ++v8;
2343 if ( v9 >= &dword_4FABB8 )
2344 goto LABEL_20;
2345 }
2346 v10 = v8;
2347 shown_cards[v10].uCardId = uCardID;
2348 shown_cards[v10].field_4 = 1;*/
2349 //LABEL_20:
2350 pTargetXY.x = shown_cards[v8].field_8.x;
2351 pTargetXY.y = shown_cards[v8].field_8.y;
2352 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0);
2353 uCardID = -1;
2354 }
2355 }
2356 else
2357 {
2358 pArcomageGame->GetCardRect(uCardID, &pSrcXYZW);
2359 amuint_4FAA5C_blt_xy.x += amuint_4FAA54_blt_xy.x;
2360 amuint_4FAA5C_blt_xy.y += amuint_4FAA54_blt_xy.y;
2361 pRenderer->am_Blt_Copy(&pSrcXYZW, &amuint_4FAA5C_blt_xy, 0);
2362 }
2363 }
2364 if ( played_card_id != -1 )
2365 {
2366 v15 = v26;
2367 if ( v15 > 15.0 )
2368 {
2369 pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW);
2370 amuint_4FAA5C_blt_xy.x += amuint_4FAA54_blt_xy.x;
2371 amuint_4FAA5C_blt_xy.y += amuint_4FAA54_blt_xy.y;
2372 pRenderer->am_Blt_Copy(&pSrcXYZW, &amuint_4FAA5C_blt_xy, 2);
2373 return;
2374 }
2375 if ( v15 == 15.0 )
2376 {
2377 ApplyCardToPlayer(current_player_num, played_card_id);
2378 pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW);
2379 pTargetXY.x = 272;
2380 pTargetXY.y = 173;
2381 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);
2382 return;
2383 }
2384 if ( v15 == 5.0 )
2385 {
2386 amuint_4FAA5C_blt_xy.x = 272;
2387 amuint_4FAA5C_blt_xy.y = 173;
2388 for ( v17 = 0; v17 < 10; ++v17 )
2389 {
2390 if (shown_cards[v17].uCardId == -1)
2391 break;
2392 }
2393 amuint_4FAA54_blt_xy.x = (shown_cards[v17].field_8.x - 272) / 5;
2394 amuint_4FAA54_blt_xy.y = (shown_cards[v17].field_8.y - 173) / 5;
2395 pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW);
2396 pTargetXY.x = 272;
2397 pTargetXY.y = 173;
2398 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);
2399 return;
2400 }
2401 if ( v15 >= 5.0 )
2402 v18 = v26 == 0;
2403 else
2404 {
2405 v18 = v26 == 0;
2406 if ( v26 > 0 )
2407 {
2408 pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW);
2409 amuint_4FAA5C_blt_xy.x += amuint_4FAA54_blt_xy.x;
2410 amuint_4FAA5C_blt_xy.y += amuint_4FAA54_blt_xy.y;
2411 pRenderer->am_Blt_Copy(&pSrcXYZW, &amuint_4FAA5C_blt_xy, 0);
2412 return;
2413 }
2414 }
2415 if ( !v18 )
2416 {
2417 pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW);
2418 pTargetXY.x = 272;
2419 pTargetXY.y = 173;
2420 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);
2421 return;
2422 }
2423 pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW);
2424 for ( v19 = 0; v19 < 10; ++v19 )
2425 {
2426 if (shown_cards[v19].uCardId == -1)
2427 {
2428 shown_cards[v19].uCardId = played_card_id;
2429 break;
2430 }
2431 }
2432 pTargetXY.x = shown_cards[v19].field_8.x;
2433 pTargetXY.y = shown_cards[v19].field_8.y;
2434 pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0);
2435 played_card_id = -1;
2436 }
2437 }
2438
2439 //----- (0040BB12) --------------------------------------------------------
2440 void ArcomageGame::GetCardRect(unsigned int uCardID, RECT *pCardRect)
2441 {
2442 int v3; // edx@1
2443 int v4; // ecx@1
2444
2445 v3 = pCards[uCardID].slot % 10;
2446 v4 = (pCards[uCardID].slot / 10 << 7) + 220;
2447 pCardRect->top = v4;
2448 pCardRect->left = 96 * v3;
2449 pCardRect->bottom = v4 + 128;
2450 pCardRect->right = 96 * v3 + 96;
2451 }
2452
2453 //----- (0040BB49) --------------------------------------------------------
2454 int GetPlayerHandCardCount( int player_num )
2455 {
2456 int card_count; // eax@1
2457
2458 card_count = 0;
2459 for(int i=0; i<10; ++i)
2460 {
2461 if (am_Players[player_num].cards_at_hand[i]!=-1)
2462 ++card_count;
2463 }
2464 return card_count;
2465 }
2466
2467 //----- (0040BB67) --------------------------------------------------------
2468 signed int DrawCardsRectangles( int player_num )
2469 {
2470 int v5; // eax@3
2471 // int i; // ecx@6
2472 int color; // ST00_4@19
2473 RECT pXYZW; // [sp+Ch] [bp-3Ch]@3
2474 stru273 v26; // [sp+1Ch] [bp-2Ch]@2
2475 __int32 var18; // [sp+30h] [bp-18h]@3
2476 int hand_index; // [sp+3Ch] [bp-Ch]@3
2477
2478 //__debugbreak(); // need do fix rectangle not fit to card
2479
2480 if ( am_Players[player_num].IsHisTurn )
2481 {
2482 if ( v26._40DD2F() )
2483 {
2484 v5 = GetPlayerHandCardCount(player_num);
2485 pXYZW.top = 327;
2486 pXYZW.bottom = 455;
2487 pXYZW.left = (window->GetWidth() - 96 * v5) / (v5 + 1);
2488 var18 = pXYZW.left + 96;
2489 pXYZW.right = pXYZW.left + 96;
2490 for( hand_index = 0; hand_index < v5; hand_index++)
2491 {
2492 //for ( i = 0; i < 10; ++i )
2493 //{
2494 if (am_Players[player_num].cards_at_hand[hand_index] != -1 )
2495 {
2496 //break;
2497 //}
2498 if ( am_byte_4E185D )
2499 {
2500 pXYZW.left += am_Players[player_num].card_shift[hand_index].x;
2501 pXYZW.right += am_Players[player_num].card_shift[hand_index].x;
2502 pXYZW.top += am_Players[player_num].card_shift[hand_index].y;
2503 pXYZW.bottom += am_Players[player_num].card_shift[hand_index].y;
2504 }
2505 if ( v26.Inside(&pXYZW) )
2506 {
2507 if ( CanCardBePlayed(player_num, hand_index) )
2508 color = 0x00FFFFFF;//белый цвет
2509 else
2510 color = 0x000000FF;//красный цвет
2511 DrawRect(&pXYZW, R8G8B8_to_TargetFormat(color), 0);
2512 return hand_index;
2513 }
2514 DrawRect(&pXYZW, R8G8B8_to_TargetFormat(0), 0);//рамка чёрного цвета
2515 if ( am_byte_4E185D )
2516 {
2517 pXYZW.left -= am_Players[player_num].card_shift[hand_index].x;
2518 pXYZW.right -= am_Players[player_num].card_shift[hand_index].x;
2519 pXYZW.top -= am_Players[player_num].card_shift[hand_index].y;
2520 pXYZW.bottom -= am_Players[player_num].card_shift[hand_index].y;
2521 }
2522 pXYZW.left += var18;
2523 pXYZW.right += var18;
2524 }
2525 }
2526 }
2527 }
2528 return -1;
2529 }
2530 // 4E185D: using guessed type char am_byte_4E185D;
2531
2532 //----- (0040BCFB) --------------------------------------------------------
2533 bool DiscardCard( int player_num, signed int card_slot_index )
2534 {
2535 int v2; // esi@2
2536 // signed int v3; // edi@2
2537 // char *v4; // eax@2
2538 // int v5; // ecx@7
2539 // int v6; // ebx@7
2540 // int v7; // esi@8
2541 int v8; // eax@8
2542 // int v9; // esi@8
2543 int v10; // ecx@8
2544 // int v11; // eax@8
2545 int v12; // eax@8
2546 // signed int v13; // edx@9
2547 // unsigned int v14; // eax@12
2548 // char result; // al@12
2549 int i;
2550
2551 if ( card_slot_index <= -1 )
2552 return false;
2553 v2 = 0;
2554
2555 for( i = 0; i < 10; ++i )
2556 {
2557 if ( am_Players[player_num].cards_at_hand[i] != -1 )
2558 {
2559 if ( card_slot_index == v2 )
2560 break;
2561 ++v2;
2562 }
2563 }
2564
2565 if ( pCards[am_Players[player_num].cards_at_hand[i]].can_be_discarded)
2566 {
2567 ArcomageGame::PlaySound(22);
2568 v8 = GetPlayerHandCardCount(current_player_num);
2569 v10 = am_Players[player_num].card_shift[i].x + (window->GetWidth() - 96 * v8) / (v8 + 1);
2570 amuint_4FAA5C_blt_xy.x = v10;
2571 amuint_4FAA5C_blt_xy.y = am_Players[player_num].card_shift[i].y + 327;//v11;
2572 v12 = 0;
2573
2574 if ( !am_byte_4FAA75 )
2575 {
2576 for ( v12 = 0; v12 < 10; ++v12 )
2577 {
2578 if (shown_cards[v12].uCardId == -1)
2579 break;
2580 }
2581 }
2582 pArcomageGame->field_F6 = 1;
2583 amuint_4FAA54_blt_xy.x = (shown_cards[v12].field_8.x - v10) / 10;
2584 amuint_4FAA54_blt_xy.y = (shown_cards[v12].field_8.y - 327) / 10;
2585 uCardID = am_Players[player_num].cards_at_hand[i];
2586 am_Players[player_num].cards_at_hand[i] = -1;
2587 need_to_discard_card = 0;
2588 return true;
2589 }
2590 else
2591 return false;
2592 }
2593
2594 //----- (0040BE0E) --------------------------------------------------------
2595 bool PlayCard( int player_num, int card_slot_num )
2596 {
2597 // int v3; // ebp@1
2598 int v4; // ecx@2
2599 // ArcomagePlayer *v5; // esi@2
2600 int card_index; // edi@2
2601 // int v7; // eax@2
2602 // int v8; // ebx@8
2603 int cards_at_hand; // eax@8
2604 // int v10; // ebx@8
2605 // int v11; // ebp@8
2606 int v12; // ecx@8
2607 // int v13; // eax@8
2608 ArcomageCard *pCard; // eax@8
2609 // int v15; // ecx@8
2610 // int v16; // ecx@8
2611
2612 if ( card_slot_num <= -1 )
2613 return false;
2614
2615 v4 = 0;
2616 for (card_index=0; card_index<10; ++card_index)
2617 {
2618 if ( am_Players[player_num].cards_at_hand[card_index] != -1 )
2619 {
2620 if ( card_slot_num == v4 )
2621 break;
2622 ++v4;
2623 }
2624 }
2625
2626 if (CanCardBePlayed(player_num, card_index) )
2627 {
2628 ArcomageGame::PlaySound(23);
2629 cards_at_hand = GetPlayerHandCardCount(current_player_num);
2630 pArcomageGame->field_F6 = 1;
2631 v12 = am_Players[player_num].card_shift[card_index].x +
2632 (window->GetWidth() - 96 * cards_at_hand) / (cards_at_hand + 1)+
2633 96 * card_index ;
2634
2635 // v13 = *(int *)((char *)&am_Players[0].arr_6C[0][1] + v10) + 327;
2636 amuint_4FAA5C_blt_xy.x = v12;//v12;
2637 amuint_4FAA5C_blt_xy.y = am_Players[player_num].card_shift[card_index].y + 327;//v13;
2638
2639 amuint_4FAA54_blt_xy.x = (272 - v12) / 5;
2640 amuint_4FAA54_blt_xy.y = -30;
2641
2642 pCard = &pCards[am_Players[player_num].cards_at_hand[card_index]];
2643 am_Players[player_num].resource_bricks -= pCard->needed_bricks;
2644 am_Players[player_num].resource_beasts -= pCard->needed_beasts;
2645 am_Players[player_num].resource_gems -= pCard->needed_gems;
2646 played_card_id = am_Players[player_num].cards_at_hand[card_index];
2647 am_Players[player_num].cards_at_hand[card_index] = -1;
2648 return true;
2649 }
2650 else
2651 return false;
2652
2653 }
2654
2655 //----- (0040BF15) --------------------------------------------------------
2656 bool CanCardBePlayed(int player_num, int hand_card_indx)
2657 {
2658 bool result; // eax@1
2659 ArcomageCard *test_card; // ecx@1
2660 ArcomagePlayer *pPlayer; // esi@1
2661
2662 pPlayer = &am_Players[player_num];
2663 result = true;
2664 test_card = &pCards[am_Players[player_num].cards_at_hand[hand_card_indx]];
2665 if ( test_card->needed_quarry_level > pPlayer->quarry_level )
2666 result = false;
2667 if ( test_card->needed_magic_level > pPlayer->magic_level )
2668 result = false;
2669 if ( test_card->needed_zoo_level > pPlayer->zoo_level )
2670 result = false;
2671 if ( test_card->needed_bricks > pPlayer->resource_bricks )
2672 result = false;
2673 if ( test_card->needed_gems > pPlayer->resource_gems )
2674 result = false;
2675 if ( test_card->needed_beasts > pPlayer->resource_beasts )
2676 result = false;
2677 return result;
2678 }
2679
2680 //----- (0040BF77) --------------------------------------------------------
2681 void ApplyCardToPlayer( int player_num, unsigned int uCardID )
2682 {
2683
2684
2685 #define APPLY_TO_PLAYER( PLAYER, ENEMY,FIELD, VAL, RES )\
2686 if (VAL != 0) {\
2687 if (VAL == 99) {\
2688 if ( PLAYER->##FIELD < ENEMY->##FIELD ) {\
2689 PLAYER->##FIELD = ENEMY->##FIELD;\
2690 RES = ENEMY->##FIELD - PLAYER->##FIELD;\
2691 }\
2692 } else {\
2693 PLAYER->##FIELD += (signed int)(VAL);\
2694 if ( PLAYER->##FIELD<0 ) PLAYER->##FIELD= 0;\
2695 RES = (signed int)(VAL);\
2696 }\
2697 }
2698
2699 #define APPLY_TO_ENEMY( PLAYER, ENEMY,FIELD, VAL, RES ) APPLY_TO_PLAYER(ENEMY, PLAYER, FIELD, VAL, RES)
2700
2701 #define APPLY_TO_BOTH( PLAYER, ENEMY, FIELD, VAL, RES_P, RES_E ) \
2702 if ( VAL != 0) {\
2703 if ( VAL == 99 ) { \
2704 if ( PLAYER->##FIELD != ENEMY->##FIELD ) { \
2705 if ( PLAYER->##FIELD <= ENEMY->##FIELD ) { \
2706 PLAYER->##FIELD = ENEMY->##FIELD; \
2707 RES_P = ENEMY->##FIELD - PLAYER->##FIELD; \
2708 } else { \
2709 ENEMY->##FIELD = PLAYER->##FIELD; \
2710 RES_E = PLAYER->##FIELD - ENEMY->##FIELD; \
2711 } \
2712 }\
2713 } else { \
2714 PLAYER->##FIELD += (signed int)(VAL);\
2715 ENEMY->##FIELD += (signed int)(VAL); if (PLAYER->##FIELD < 0 ) {PLAYER->##FIELD = 0;} \
2716 if ( ENEMY->##FIELD < 0 ) {ENEMY->##FIELD = 0;} \
2717 RES_P = (signed int)(VAL); RES_E = (signed int)(VAL); \
2718 }\
2719 }
2720 ArcomagePlayer *player; // esi@1
2721 // int v3; // eax@1
2722 ArcomagePlayer *enemy; // edi@1
2723 // int v5; // eax@2
2724 // char v6; // sf@2
2725 // unsigned __int8 v7; // of@2
2726 // int v8; // eax@3
2727 // int v9; // eax@4
2728 // char v10; // zf@5
2729 // int v11; // eax@8
2730 // unsigned __int8 v12; // zf@8
2731 // char v13; // sf@8
2732 // unsigned __int8 v14; // of@8
2733 // int v15; // eax@9
2734 // int v16; // eax@10
2735 // char v17; // zf@12
2736 // char v18; // al@15
2737 // int v19; // eax@16
2738 // int v20; // eax@17
2739 // int v21; // eax@22
2740 // int v22; // eax@23
2741 int v23; // eax@26
2742 signed int v24; // ebx@26
2743 int v103;
2744 int v104;
2745
2746 POINT v184; // [sp+Ch] [bp-64h]@488
2747 int enemy_num; // [sp+14h] [bp-5Ch]@1
2748 ArcomageCard *pCard; // [sp+18h] [bp-58h]@1
2749 int buildings_e; // [sp+1Ch] [bp-54h]@1
2750 int buildings_p; // [sp+20h] [bp-50h]@1
2751 int quarry_p; // [sp+28h] [bp-48h]@1
2752 int dmg_e; // [sp+2Ch] [bp-44h]@1
2753 int dmg_p; // [sp+30h] [bp-40h]@1
2754 int bricks_p; // [sp+34h] [bp-3Ch]@1
2755 int tower_e; // [sp+38h] [bp-38h]@1
2756 int tower_p; // [sp+3Ch] [bp-34h]@1
2757 int wall_e; // [sp+40h] [bp-30h]@1
2758 int wall_p; // [sp+44h] [bp-2Ch]@1
2759 int beasts_e; // [sp+48h] [bp-28h]@1
2760 int beasts_p; // [sp+4Ch] [bp-24h]@1
2761 int gems_e; // [sp+50h] [bp-20h]@1
2762 int gems_p; // [sp+54h] [bp-1Ch]@1
2763 int bricks_e; // [sp+58h] [bp-18h]@1
2764 int zoo_e; // [sp+5Ch] [bp-14h]@1
2765 int zoo_p; // [sp+60h] [bp-10h]@1
2766 int magic_e; // [sp+64h] [bp-Ch]@1
2767 int magic_p; // [sp+68h] [bp-8h]@1
2768 int quarry_e; // [sp+6Ch] [bp-4h]@1
2769
2770 quarry_p = 0;
2771 magic_p = 0;
2772 zoo_p = 0;
2773 bricks_p = 0;
2774 gems_p = 0;
2775 beasts_p = 0;
2776 wall_p = 0;
2777 tower_p = 0;
2778 buildings_p = 0;
2779 dmg_p = 0;
2780 quarry_e = 0;
2781 magic_e = 0;
2782 zoo_e = 0;
2783 bricks_e = 0;
2784 gems_e = 0;
2785 beasts_e = 0;
2786 wall_e = 0;
2787 tower_e = 0;
2788 buildings_e = 0;
2789 dmg_e = 0;
2790
2791 player = &am_Players[player_num];
2792 pCard = &pCards[uCardID];
2793 enemy_num = (player_num + 1) % 2;
2794 enemy = &am_Players[enemy_num];
2795 switch ( pCard->compare_param )
2796 {
2797 case 2:
2798 if ( player->quarry_level < enemy->quarry_level )//если рудники < рудника врага
2799 goto LABEL_26;
2800 goto LABEL_231;
2801 case 3:
2802 if ( player->magic_level < enemy->magic_level )
2803 goto LABEL_26;
2804 goto LABEL_231;
2805 case 4:
2806 if ( player->zoo_level < enemy->zoo_level )//если зверинец < зверинца врага
2807 goto LABEL_26;
2808 goto LABEL_231;
2809 case 5:
2810 if ( player->quarry_level == enemy->quarry_level )
2811 goto LABEL_26;
2812 goto LABEL_231;
2813 case 6:
2814 if ( player->magic_level == enemy->magic_level )
2815 goto LABEL_26;
2816 goto LABEL_231;
2817 case 7:
2818 if ( player->zoo_level == enemy->zoo_level )
2819 goto LABEL_26;
2820 goto LABEL_231;
2821 case 8:
2822 if ( player->quarry_level < enemy->quarry_level )
2823 goto LABEL_26;
2824 goto LABEL_231;
2825 case 9:
2826 if ( player->magic_level < enemy->magic_level )
2827 goto LABEL_26;
2828 goto LABEL_231;
2829 case 10:
2830 if ( player->zoo_level < enemy->zoo_level )
2831 goto LABEL_26;
2832 goto LABEL_231;
2833 case 11:
2834 if ( !player->wall_height )
2835 goto LABEL_26;
2836 goto LABEL_231;
2837 case 12:
2838 if ( player->wall_height )
2839 goto LABEL_26;
2840 goto LABEL_231;
2841 case 13:
2842 if ( !enemy->wall_height )
2843 goto LABEL_26;
2844 goto LABEL_231;
2845 case 14:
2846 if ( enemy->wall_height )
2847 goto LABEL_26;
2848 goto LABEL_231;
2849 case 15:
2850 if ( player->wall_height < enemy->wall_height )
2851 goto LABEL_26;
2852 goto LABEL_231;
2853 case 16:
2854 if ( player->tower_height < enemy->tower_height )
2855 goto LABEL_26;
2856 goto LABEL_231;
2857 case 17:
2858 if ( player->wall_height == enemy->wall_height )
2859 goto LABEL_26;
2860 goto LABEL_231;
2861 case 18:
2862 if ( player->tower_height == enemy->tower_height )
2863 goto LABEL_26;
2864 goto LABEL_231;
2865 case 19:
2866 if ( player->wall_height < enemy->wall_height )
2867 goto LABEL_26;
2868 goto LABEL_231;
2869 case 20:
2870 if ( player->tower_height < enemy->tower_height )
2871 goto LABEL_26;
2872 goto LABEL_231;
2873 default:
2874 LABEL_26:
2875 v23 = pCard->draw_extra_card_count;
2876 v24 = 0;
2877 dword_4FAA68 = v23 + (pCard->field_30 == 1);
2878 dword_4FAA64 = v23;
2879 if ( v23 > 0 )
2880 {
2881 do
2882 {
2883 GetNextCardFromDeck(player_num);
2884 ++v24;
2885 }
2886 while ( v24 < pCard->draw_extra_card_count );
2887 }
2888
2889 need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand;
2890
2891 APPLY_TO_PLAYER(player, enemy, quarry_level, pCard->to_player_quarry_lvl, quarry_p);
2892 APPLY_TO_PLAYER(player, enemy, magic_level, pCard->to_player_magic_lvl, magic_p);
2893 APPLY_TO_PLAYER(player, enemy, zoo_level, pCard->to_player_zoo_lvl, zoo_p);
2894 APPLY_TO_PLAYER(player, enemy, resource_bricks, pCard->to_player_bricks, bricks_p);
2895 APPLY_TO_PLAYER(player, enemy, resource_gems, pCard->to_player_gems, gems_p);
2896 APPLY_TO_PLAYER(player, enemy, resource_beasts, pCard->to_player_beasts, beasts_p);
2897 if ( pCard->to_player_buildings )
2898 {
2899 dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_player_buildings);
2900 buildings_p = (signed int)pCard->to_player_buildings - dmg_p;
2901 }
2902 APPLY_TO_PLAYER(player, enemy, wall_height, pCard->to_player_wall, wall_p);
2903 APPLY_TO_PLAYER(player, enemy, tower_height, pCard->to_player_tower, tower_p);
2904
2905 APPLY_TO_ENEMY(player, enemy, quarry_level, pCard->to_enemy_quarry_lvl, quarry_e);
2906 APPLY_TO_ENEMY(player, enemy, magic_level, pCard->to_enemy_magic_lvl, magic_e);
2907 APPLY_TO_ENEMY(player, enemy, zoo_level, pCard->to_enemy_zoo_lvl, zoo_e);
2908 APPLY_TO_ENEMY(player, enemy, resource_bricks, pCard->to_enemy_bricks, bricks_e);
2909 APPLY_TO_ENEMY(player, enemy, resource_gems, pCard->to_enemy_gems, gems_e);
2910 APPLY_TO_ENEMY(player, enemy, resource_beasts, pCard->to_enemy_beasts, beasts_e);
2911 if ( pCard->to_enemy_buildings )
2912 {
2913 dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_enemy_buildings);
2914 buildings_e = (signed int)pCard->to_enemy_buildings - dmg_e;
2915 }
2916 APPLY_TO_ENEMY(player, enemy, wall_height, pCard->to_enemy_wall, wall_e);
2917 APPLY_TO_ENEMY(player, enemy, tower_height, pCard->to_enemy_tower, tower_e);
2918
2919 APPLY_TO_BOTH(player, enemy, quarry_level, pCard->to_pl_enm_quarry_lvl, quarry_p, quarry_e);
2920 APPLY_TO_BOTH(player, enemy, magic_level, pCard->to_pl_enm_magic_lvl, magic_p, magic_e);
2921 APPLY_TO_BOTH(player, enemy, zoo_level, pCard->to_pl_enm_zoo_lvl, zoo_p, zoo_e);
2922 APPLY_TO_BOTH(player, enemy, resource_bricks, pCard->to_pl_enm_bricks, bricks_p, bricks_e);
2923 APPLY_TO_BOTH(player, enemy, resource_gems, pCard->to_pl_enm_gems, gems_p, gems_e);
2924 APPLY_TO_BOTH(player, enemy, resource_beasts, pCard->to_pl_enm_beasts, beasts_p, beasts_e);
2925 if ( pCard->to_pl_enm_buildings )
2926 {
2927 dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_pl_enm_buildings);
2928 dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_pl_enm_buildings);
2929 buildings_p = (signed int)pCard->to_pl_enm_buildings - dmg_p;
2930 buildings_e = (signed int)pCard->to_pl_enm_buildings - dmg_e;
2931 }
2932 APPLY_TO_BOTH(player, enemy, wall_height, pCard->to_pl_enm_wall, wall_p, wall_e);
2933 APPLY_TO_BOTH(player, enemy, tower_height, pCard->to_pl_enm_tower, tower_p, tower_e);
2934 break;
2935 case 0:
2936 LABEL_231:
2937 v103 = pCard->can_draw_extra_card2;
2938 v104 = 0;
2939 dword_4FAA68 = v103 + (pCard->field_4D == 1);
2940 dword_4FAA64 = v103;
2941 if ( v103 > 0 )
2942 {
2943 do
2944 {
2945 GetNextCardFromDeck(player_num);
2946 ++v104;
2947 }
2948 while ( v104 < pCard->can_draw_extra_card2 );
2949 }
2950
2951 need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand;
2952
2953 APPLY_TO_PLAYER(player, enemy, quarry_level, pCard->to_player_quarry_lvl2, quarry_p);
2954 APPLY_TO_PLAYER(player, enemy, magic_level, pCard->to_player_magic_lvl2, magic_p);
2955 APPLY_TO_PLAYER(player, enemy, zoo_level, pCard->to_player_zoo_lvl2, zoo_p);
2956 APPLY_TO_PLAYER(player, enemy, resource_bricks, pCard->to_player_bricks2, bricks_p);
2957 APPLY_TO_PLAYER(player, enemy, resource_gems, pCard->to_player_gems2, gems_p);
2958 APPLY_TO_PLAYER(player, enemy, resource_beasts, pCard->to_player_beasts2, beasts_p);
2959 if ( pCard->to_player_buildings2 )
2960 {
2961 dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_player_buildings2);
2962 buildings_p = (signed int)pCard->to_player_buildings2 - dmg_p;
2963 }
2964 APPLY_TO_PLAYER(player, enemy, wall_height, pCard->to_player_wall2, wall_p);
2965 APPLY_TO_PLAYER(player, enemy, tower_height, pCard->to_player_tower2, tower_p);
2966
2967 APPLY_TO_ENEMY(player, enemy, quarry_level, pCard->to_enemy_quarry_lvl2, quarry_e);
2968 APPLY_TO_ENEMY(player, enemy, magic_level, pCard->to_enemy_magic_lvl2, magic_e);
2969 APPLY_TO_ENEMY(player, enemy, zoo_level, pCard->to_enemy_zoo_lvl2, zoo_e);
2970 APPLY_TO_ENEMY(player, enemy, resource_bricks, pCard->to_enemy_bricks2, bricks_e);
2971 APPLY_TO_ENEMY(player, enemy, resource_gems, pCard->to_enemy_gems2, gems_e);
2972 APPLY_TO_ENEMY(player, enemy, resource_beasts, pCard->to_enemy_beasts2, beasts_e);
2973 if ( pCard->to_enemy_buildings2 )
2974 {
2975 dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_enemy_buildings2);
2976 buildings_e = (signed int)pCard->to_enemy_buildings2 - dmg_e;
2977 }
2978 APPLY_TO_ENEMY(player, enemy, wall_height, pCard->to_enemy_wall2, wall_e);
2979 APPLY_TO_ENEMY(player, enemy, tower_height, pCard->to_enemy_tower2, tower_e);
2980
2981 APPLY_TO_BOTH(player, enemy, quarry_level, pCard->to_pl_enm_quarry_lvl2, quarry_p, quarry_e);
2982 APPLY_TO_BOTH(player, enemy, magic_level, pCard->to_pl_enm_magic_lvl2, magic_p, magic_e);
2983 APPLY_TO_BOTH(player, enemy, zoo_level, pCard->to_pl_enm_zoo_lvl2, zoo_p, zoo_e);
2984 APPLY_TO_BOTH(player, enemy, resource_bricks, pCard->to_pl_enm_bricks2, bricks_p, bricks_e);
2985 APPLY_TO_BOTH(player, enemy, resource_gems, pCard->to_pl_enm_gems2, gems_p, gems_e);
2986 APPLY_TO_BOTH(player, enemy, resource_beasts, pCard->to_pl_enm_beasts2, beasts_p, beasts_e);
2987
2988 if ( pCard->to_pl_enm_buildings2 )
2989 {
2990 dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_pl_enm_buildings2);
2991 dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_pl_enm_buildings2);
2992 buildings_p = (signed int)pCard->to_pl_enm_buildings2 - dmg_p;
2993 buildings_e = (signed int)pCard->to_pl_enm_buildings2 - dmg_e;
2994 }
2995 APPLY_TO_BOTH(player, enemy, wall_height, pCard->to_pl_enm_wall2, wall_p, wall_e);
2996 APPLY_TO_BOTH(player, enemy, tower_height, pCard->to_pl_enm_tower2, tower_p, tower_e);
2997 break;
2998 }
2999 // }
3000 if ( quarry_p > 0 || quarry_e > 0 )
3001 pArcomageGame->PlaySound(30);
3002 if ( quarry_p < 0 || quarry_e < 0 )
3003 pArcomageGame->PlaySound(31);
3004 if ( magic_p > 0 || magic_e > 0 )
3005 pArcomageGame->PlaySound(33);
3006 if ( magic_p < 0 || magic_e < 0 )
3007 pArcomageGame->PlaySound(34);
3008 if ( zoo_p > 0 || zoo_e > 0 )
3009 pArcomageGame->PlaySound(36);
3010 if ( zoo_p < 0 || zoo_e < 0 )
3011 pArcomageGame->PlaySound(37);
3012 if ( bricks_p > 0 || bricks_e > 0 )
3013 pArcomageGame->PlaySound(39);
3014 if ( bricks_p < 0 || bricks_e < 0 )
3015 pArcomageGame->PlaySound(40);
3016 if ( gems_p > 0 || gems_e > 0 )
3017 pArcomageGame->PlaySound(42);
3018 if ( gems_p < 0 || gems_e < 0 )
3019 pArcomageGame->PlaySound(43);
3020 if ( beasts_p > 0 || beasts_e > 0 )
3021 pArcomageGame->PlaySound(45u);
3022 if ( beasts_p < 0 || beasts_e < 0 )
3023 pArcomageGame->PlaySound(46);
3024 if ( buildings_p || buildings_e || dmg_p || dmg_e )
3025 pArcomageGame->PlaySound(48);
3026 if ( wall_p > 0 || wall_e > 0 )
3027 pArcomageGame->PlaySound(49);
3028 if ( wall_p < 0 || wall_e < 0 )
3029 pArcomageGame->PlaySound(50);
3030 if ( tower_p > 0 || tower_e > 0 )
3031 pArcomageGame->PlaySound(52);
3032 if ( tower_p < 0 || tower_e < 0 )
3033 pArcomageGame->PlaySound(53);
3034 if ( player_num )
3035 {
3036 if ( quarry_p )
3037 {
3038 v184.x = 573;
3039 v184.y = 92;
3040 am_40D2B4(&v184, quarry_p);
3041 }
3042 if ( quarry_e )
3043 {
3044 v184.x = 26;
3045 v184.y = 92;
3046 am_40D2B4(&v184, quarry_e);
3047 }
3048 if ( magic_p )
3049 {
3050 v184.x = 573;
3051 v184.y = 164;
3052 am_40D2B4(&v184, magic_p);
3053 }
3054 if ( magic_e )
3055 {
3056 v184.x = 26;
3057 v184.y = 164;
3058 am_40D2B4(&v184, magic_e);
3059 }
3060 if ( zoo_p )
3061 {
3062 v184.x = 573;
3063 v184.y = 236;
3064 am_40D2B4(&v184, zoo_p);
3065 }
3066 if ( zoo_e )
3067 {
3068 v184.x = 26;
3069 v184.y = 236;
3070 am_40D2B4(&v184, zoo_e);
3071 }
3072 if ( bricks_p )
3073 {
3074 v184.x = 563;
3075 v184.y = 114;
3076 am_40D2B4(&v184, bricks_p);
3077 }
3078 if ( bricks_e )
3079 {
3080 v184.x = 16;
3081 v184.y = 114;
3082 am_40D2B4(&v184, bricks_e);
3083 }
3084 if ( gems_p )
3085 {
3086 v184.x = 563;
3087 v184.y = 186;
3088 am_40D2B4(&v184, gems_p);
3089 }
3090 if ( gems_e )
3091 {
3092 v184.x = 16;
3093 v184.y = 186;
3094 am_40D2B4(&v184, gems_e);
3095 }
3096 if ( beasts_p )
3097 {
3098 v184.x = 563;
3099 v184.y = 258;
3100 am_40D2B4(&v184, beasts_p);
3101 }
3102 if ( beasts_e )
3103 {
3104 v184.x = 16;
3105 v184.y = 258;
3106 am_40D2B4(&v184, beasts_e);
3107 }
3108 if ( wall_p )
3109 {
3110 v184.x = 442;
3111 v184.y = 296;
3112 am_40D2B4(&v184, wall_p);
3113 }
3114 if ( wall_e )
3115 {
3116 v184.x = 180;
3117 v184.y = 296;
3118 am_40D2B4(&v184, wall_e);
3119 }
3120 if ( tower_p )
3121 {
3122 v184.x = 514;
3123 v184.y = 296;
3124 am_40D2B4(&v184, tower_p);
3125 }
3126 if ( tower_e )
3127 {
3128 v184.x = 122;
3129 v184.y = 296;
3130 am_40D2B4(&v184, tower_e);
3131 }
3132 if ( dmg_p )
3133 {
3134 v184.x = 442;
3135 v184.y = 296;
3136 am_40D2B4(&v184, dmg_p);
3137 }
3138 if ( buildings_p )
3139 {
3140 v184.x = 514;
3141 v184.y = 296;
3142 am_40D2B4(&v184, buildings_p);
3143 }
3144 if ( dmg_e )
3145 {
3146 v184.x = 180;
3147 v184.y = 296;
3148 am_40D2B4(&v184, dmg_e);
3149 }
3150 if ( buildings_e )
3151 {
3152 v184.x = 122;
3153 v184.y = 296;
3154 am_40D2B4(&v184, buildings_e);
3155 }
3156 }
3157 else
3158 {
3159 if ( quarry_p )
3160 {
3161 v184.x = 26;
3162 v184.y = 92;
3163 am_40D2B4(&v184, quarry_p);
3164 }
3165 if ( quarry_e )
3166 {
3167 v184.x = 573;
3168 v184.y = 92;
3169 am_40D2B4(&v184, quarry_e);
3170 }
3171 if ( magic_p )
3172 {
3173 v184.x = 26;
3174 v184.y = 164;
3175 am_40D2B4(&v184, magic_p);
3176 }
3177 if ( magic_e )
3178 {
3179 v184.x = 573;
3180 v184.y = 164;
3181 am_40D2B4(&v184, magic_e);
3182 }
3183 if ( zoo_p )
3184 {
3185 v184.x = 26;
3186 v184.y = 236;
3187 am_40D2B4(&v184, zoo_p);
3188 }
3189 if ( zoo_e )
3190 {
3191 v184.x = 573;
3192 v184.y = 236;
3193 am_40D2B4(&v184, zoo_e);
3194 }
3195 if ( bricks_p )
3196 {
3197 v184.x = 16;
3198 v184.y = 114;
3199 am_40D2B4(&v184, bricks_p);
3200 }
3201 if ( bricks_e )
3202 {
3203 v184.x = 563;
3204 v184.y = 114;
3205 am_40D2B4(&v184, bricks_e);
3206 }
3207 if ( gems_p )
3208 {
3209 v184.x = 16;
3210 v184.y = 186;
3211 am_40D2B4(&v184, gems_p);
3212 }
3213 if ( gems_e )
3214 {
3215 v184.x = 563;
3216 v184.y = 186;
3217 am_40D2B4(&v184, gems_e);
3218 }
3219 if ( beasts_p )
3220 {
3221 v184.x = 16;
3222 v184.y = 258;
3223 am_40D2B4(&v184, beasts_p);
3224 }
3225 if ( beasts_e )
3226 {
3227 v184.x = 563;
3228 v184.y = 258;
3229 am_40D2B4(&v184, beasts_e);
3230 }
3231 if ( wall_p )
3232 {
3233 v184.x = 180;
3234 v184.y = 296;
3235 am_40D2B4(&v184, wall_p);
3236 }
3237 if ( wall_e )
3238 {
3239 v184.x = 442;
3240 v184.y = 296;
3241 am_40D2B4(&v184, wall_e);
3242 }
3243 if ( tower_p )
3244 {
3245 v184.x = 122;
3246 v184.y = 296;
3247 am_40D2B4(&v184, tower_p);
3248 }
3249 if ( tower_e )
3250 {
3251 v184.x = 514;
3252 v184.y = 296;
3253 am_40D2B4(&v184, tower_e);
3254 }
3255 if ( dmg_p )
3256 {
3257 v184.x = 180;
3258 v184.y = 296;
3259 am_40D2B4(&v184, dmg_p);
3260 }
3261 if ( buildings_p )
3262 {
3263 v184.x = 122;
3264 v184.y = 296;
3265 am_40D2B4(&v184, buildings_p);
3266 }
3267 if ( dmg_e )
3268 {
3269 v184.x = 442;
3270 v184.y = 296;
3271 am_40D2B4(&v184, dmg_e);
3272 }
3273 if ( buildings_e )
3274 {
3275 v184.x = 514;
3276 v184.y = 296;
3277 am_40D2B4(&v184, buildings_e);
3278 }
3279 }
3280 #undef APPLY_TO_BOTH
3281 #undef APPLY_TO_ENEMY
3282 #undef APPLY_TO_PLAYER
3283
3284 }
3285
3286 //----- (0040D2B4) --------------------------------------------------------
3287 int am_40D2B4( POINT* startXY, int effect_value )
3288 {
3289 int v2; // ebp@1
3290 // POINT *v3; // edi@1
3291 int result; // eax@3
3292 int v6;
3293 stru272_stru0 *v8; // ecx@12
3294 signed int v11; // [sp+10h] [bp-8h]@1
3295
3296 v11 = 0;
3297 v2 = effect_value;
3298
3299 while ( array_4FABD0[v11].have_effect )//Ritor1: needed refactoring
3300 {
3301 result = array_4FABD0[v11].field_40->_40E2A7();
3302 if ( !result )
3303 {
3304 array_4FABD0[v11].have_effect = 0;
3305 --v11;
3306 }
3307 ++v11;
3308 if ( v11 >= 10 )
3309 return result;
3310 }
3311 v6 = v11;
3312 array_4FABD0[v11].have_effect = 1;
3313 if ( effect_value <= 0 )
3314 {
3315 array_4FABD0[v6].effect_sign = 0;
3316 effect_value = -effect_value;
3317 }
3318 else
3319 array_4FABD0[v6].effect_sign = 1;
3320 array_4FABD0[v6].field_4.effect_area.left = startXY->x - 20;
3321 array_4FABD0[v6].field_4.effect_area.right = startXY->x + 20;
3322 array_4FABD0[v6].field_4.effect_area.top = startXY->y - 20;
3323 array_4FABD0[v6].field_4.effect_area.bottom = startXY->y + 20;
3324 array_4FABD0[v6].field_4.field_10 = -60;
3325 array_4FABD0[v6].field_4.field_14 = 60;
3326 array_4FABD0[v6].field_4.field_18 = 180;
3327 array_4FABD0[v6].field_4.field_1Cf = 0.5;
3328 array_4FABD0[v6].field_4.field_20 = 150;
3329 array_4FABD0[v6].field_4.field_24f= 50.0;
3330 array_4FABD0[v6].field_4.field_28f = 3.0;
3331 array_4FABD0[v6].field_4.field_2Cf = 8.0;
3332 array_4FABD0[v6].field_4.field_30 = 5;
3333 array_4FABD0[v6].field_4.field_34 = 15;
3334 array_4FABD0[v6].field_4.sparks_array = &array_4FABD0[v6].effect_sparks[0];
3335 v8 = array_4FABD0[v6].field_40;
3336 v8->StartFill(&array_4FABD0[v6].field_4);
3337 if ( 10 * effect_value > 150 )
3338 effect_value = 15;
3339
3340 if ( v8->signature != SIG_trpg )
3341 return 2;
3342 if ( !v8->field_59 )
3343 return 3;
3344 v8->position_in_sparks_arr = 10 * effect_value;
3345 v8->field_30 = 0.0;
3346 v8->field_58 = 0;
3347 v8->field_44 = 0;
3348 v8->field_4C = 0;
3349 v8->field_48 = 0;
3350 v8->field_50 = 0;
3351 for (int i = 0; i < v8->field_4; ++i)
3352 v8->field_54[i].have_spark = 0;
3353 return 0;
3354 }
3355
3356 //----- (0040D402) --------------------------------------------------------
3357 int ApplyDamageToBuildings( int player_num, int damage )
3358 {
3359 // ArcomagePlayer *v2; // ecx@1
3360 int v3; // esi@1
3361 int result; // eax@3
3362
3363 v3 = am_Players[player_num].wall_height;
3364 //if ( v3 <= 0 )
3365 result = 0;
3366 //else
3367 //{
3368 if ( v3 >= -damage )
3369 {
3370 result = damage;
3371 am_Players[player_num].wall_height += damage;
3372 }
3373 else
3374 {
3375 damage += v3;
3376 result = -v3;
3377 am_Players[player_num].wall_height = 0;
3378 am_Players[player_num].tower_height += damage;
3379 }
3380 //}
3381 if ( am_Players[player_num].tower_height < 0 )
3382 am_Players[player_num].tower_height = 0;
3383 return result;
3384 }
3385 // 40D402: using guessed type int __fastcall am_40D402(uint, uint);
3386
3387 //----- (0040D444) --------------------------------------------------------
3388 void GameResultsApply()
3389 {
3390 int winner; // esi@1
3391 int victory_type; // edi@1
3392 int pl_resource; // edx@25
3393 int en_resource; // eax@28
3394 unsigned int tavern_num; // eax@54
3395 // char pText[64]; // [sp+Ch] [bp-48h]@1
3396 // POINT xy; // [sp+4Ch] [bp-8h]@1
3397
3398 winner = -1;
3399 victory_type = -1;
3400 //nullsub_1();
3401 /*strcpy(pText, "The Winner is: ");//"Победил: " Ritor1: архаизм
3402 xy.y = 160;
3403 xy.x = 320; //- 12 * v2 / 2;
3404 am_DrawText(-1, pText, &xy);*/
3405
3406 //проверка построена ли башня
3407 if ( am_Players[0].tower_height < max_tower_height && am_Players[1].tower_height >= max_tower_height )//наша башня не построена, а у врага построена
3408 {
3409 winner = 2;//победил игрок 2(враг)
3410 victory_type = 0;
3411 }
3412 else if ( am_Players[0].tower_height >= max_tower_height && am_Players[1].tower_height < max_tower_height )//наша башня построена, а у врага нет
3413 {
3414 winner = 1;//победил игрок 1(мы)
3415 victory_type = 0;
3416 }
3417 else if ( am_Players[0].tower_height >= max_tower_height && am_Players[1].tower_height >= max_tower_height )//и у нас, и у врага построена
3418 {
3419 if ( am_Players[0].tower_height == am_Players[1].tower_height )//наши башни равны
3420 {
3421 winner = 0;//никто не победил
3422 victory_type = 4;//ничья
3423 }
3424 else//наши башни не равны
3425 {
3426 winner = (am_Players[0].tower_height <= am_Players[1].tower_height) + 1;//победил тот, у кого выше
3427 victory_type = 0;
3428 }
3429 }
3430
3431 //проверка разрушена ли башня
3432 if ( am_Players[0].tower_height <= 0 && am_Players[1].tower_height > 0 )//наша башня разрушена, а у врага нет
3433 {
3434 winner = 2;// победил игрок 2(враг)
3435 victory_type = 2;//победил разрушив башню врага
3436 }
3437 else if ( am_Players[0].tower_height > 0 && am_Players[1].tower_height <= 0 )//у врага башня разрушена, а у нас нет
3438 {
3439 winner = 1;//победил игрок 1(мы)
3440 victory_type = 2;//победил разрушив башню врага
3441 }
3442 else if ( am_Players[0].tower_height <= 0 && am_Players[1].tower_height <= 0 )//наша башня разрушена, и у врага разрушена
3443 {
3444 if ( am_Players[0].tower_height == am_Players[1].tower_height )//если башни равны
3445 {
3446 if ( am_Players[0].wall_height == am_Players[1].wall_height )//если стены равны
3447 {
3448 winner = 0;
3449 victory_type = 4;
3450 }
3451 else//если стены не равны
3452 {
3453 winner = (am_Players[0].wall_height <= am_Players[1].wall_height) + 1;//победил тот, у кого стена выше
3454 victory_type = 1;//победа когда больше стена при ничье
3455 }
3456 }
3457 else//башни не равны
3458 {
3459 winner = (am_Players[0].tower_height <= am_Players[1].tower_height) + 1;// побеждает тот у кого башня больше
3460 victory_type = 2;//победил разрушив башню врага
3461 }
3462 }
3463
3464 //проверка набраны ли ресурсы
3465 //проверка какого ресурса больше всего у игрока 1(нас)
3466 pl_resource = am_Players[0].resource_bricks;//кирпичей больше чем др. ресурсов
3467 if ( am_Players[0].resource_gems > am_Players[0].resource_bricks
3468 && am_Players[0].resource_gems > am_Players[0].resource_beasts )//драг.камней больше всего
3469 pl_resource = am_Players[0].resource_gems;
3470 else if ( am_Players[0].resource_beasts > am_Players[0].resource_gems
3471 && am_Players[0].resource_beasts > am_Players[0].resource_bricks )//зверей больше всего
3472 pl_resource = am_Players[0].resource_beasts;
3473
3474 //проверка какого ресурса больше у игрока 2(врага)
3475 en_resource = am_Players[1].resource_bricks;//кирпичей больше чем др. ресурсов
3476 if ( am_Players[1].resource_gems > am_Players[1].resource_bricks
3477 && am_Players[1].resource_gems > am_Players[1].resource_beasts )//драг.камней больше всего
3478 en_resource = am_Players[1].resource_gems;
3479 else if ( am_Players[1].resource_beasts > am_Players[1].resource_gems
3480 && am_Players[1].resource_beasts > am_Players[1].resource_bricks )//зверей больше всего
3481 en_resource = am_Players[1].resource_beasts;
3482
3483 //сравнение ресурсов игроков
3484 if ( winner == -1 && victory_type == -1 )//нет победителя по башням
3485 {
3486 if ( pl_resource < max_resources_amount && en_resource >= max_resources_amount )//враг набрал нужное количество
3487 {
3488 winner = 2;// враг победил
3489 victory_type = 3;//победа собрав нужное количество ресурсов
3490 }
3491 else if ( pl_resource >= max_resources_amount && en_resource < max_resources_amount )//мы набрали нужное количество
3492 {
3493 winner = 1;// мы победили
3494 victory_type = 3;//победа собрав нужное количество ресурсов
3495 }
3496 else if ( pl_resource >= max_resources_amount && en_resource >= max_resources_amount )//и у нас и у врага нужное количество ресурсов
3497 {
3498 if ( pl_resource == en_resource )// ресурсы равны
3499 {
3500 winner = 0;//ресурсы равны
3501 victory_type = 4; //ничья
3502 }
3503 else
3504 {
3505 winner = (pl_resource <= en_resource) + 1;//ресурсы не равны, побеждает тот у кого больше
3506 victory_type = 3;//победа собрав нужное количество ресурсов
3507 }
3508 }
3509 }
3510 else if ( winner == 0 && victory_type == 4 )// при ничье по башням и стене
3511 {
3512 if ( pl_resource != en_resource )//ресурсы не равны
3513 {
3514 winner = (pl_resource <= en_resource) + 1;//победил тот у кого больше
3515 victory_type = 5;//победа когда при ничье большее количество ресурсов
3516 }
3517 else //ресурсы равны
3518 {
3519 winner = 0;//нет победителя
3520 victory_type = 4; //ничья
3521 }
3522 }
3523
3524 //подведение итогов
3525 pArcomageGame->Victory_type = victory_type;
3526 pArcomageGame->uGameWinner = winner;
3527 if ( winner == 1 )//победитель игрок 1(мы)
3528 {
3529 if (( window_SpeakInHouse->par1C >= 108 ) && ( window_SpeakInHouse->par1C <= 120 ))//таверны
3530 {
3531 if ( !pParty->pArcomageWins[window_SpeakInHouse->par1C - 108] )
3532 {
3533 pParty->pArcomageWins[window_SpeakInHouse->par1C - 108] = 1;
3534 pParty->PartyFindsGold(p2DEvents[ window_SpeakInHouse->par1C - 1].fPriceMultiplier * 100.0, 0);//вознаграждение
3535 }
3536 }
3537 //проверка выполнен ли квест по аркомагу
3538 tavern_num = 0;
3539 for ( uint i = 108; i <= 120; ++i )
3540 {
3541 if ( !pParty->pArcomageWins[i - 108] )
3542 break;
3543 tavern_num++;
3544 }
3545 if ( tavern_num == 13 )
3546 _449B7E_toggle_bit(pParty->_quest_bits, 238, 1);// 238 - Won all Arcomage games
3547
3548 for ( int i = 0; i < 4; ++i )//внесение записи в Заслуги
3549 {
3550 if ( !_449B57_test_bit(pParty->pPlayers[i]._achieved_awards_bits, 1) )
3551 _449B7E_toggle_bit(pParty->pPlayers[i]._achieved_awards_bits, PLAYER_GUILD_BITS__ARCOMAGE_WIN, 1);
3552 }
3553 ++pParty->uNumArcomageWins;
3554 if ( pParty->uNumArcomageWins > 1000000 )//ограничение количества побед
3555 pParty->uNumArcomageWins = 1000000;
3556 }
3557 else//проигрыш
3558 {
3559 for ( int i = 0; i < 4; ++i )//внесение записи в Заслуги
3560 {
3561 if ( !_449B57_test_bit(pParty->pPlayers[i]._achieved_awards_bits, 1) )
3562 _449B7E_toggle_bit(pParty->pPlayers[i]._achieved_awards_bits, PLAYER_GUILD_BITS__ARCOMAGE_LOSE, 1);
3563 }
3564 ++pParty->uNumArcomageLoses;
3565 if ( pParty->uNumArcomageLoses > 1000000 )//ограничение количества проигрышей
3566 pParty->uNumArcomageLoses = 1000000;
3567 }
3568 }
3569
3570 //----- (00409C8B) --------------------------------------------------------
3571 void ArcomageGame::PrepareArcomage()
3572 {
3573 // signed __int64 v1; // qax@4
3574 int v2; // esi@4
3575 int v3; // esi@5
3576 signed int v4; // edi@5
3577 // int v6; // edx@9
3578 RECT pXYZW; // [sp+8h] [bp-1Ch]@5
3579 POINT pXY; // [sp+18h] [bp-Ch]@5
3580
3581 pAudioPlayer->StopChannels(-1, -1);
3582 strcpy(pArcomageGame->pPlayer1Name, Player1Name);
3583 strcpy(pArcomageGame->pPlayer2Name, Player2Name);
3584 am_byte_4FAA76 = 0;
3585 am_byte_4FAA75 = 0;
3586
3587 for (int i = 0; i < 10; ++i)
3588 {
3589 v2 = (i+1) % 4;
3590 v3 = (i+1) / 4;
3591 shown_cards[i].uCardId = -1;
3592 shown_cards[i].field_4 = 0;
3593 shown_cards[i].field_8.x = 100 * v2 + 120;
3594 shown_cards[i].field_8.y = 138 * v3 + 18;
3595 shown_cards[i].field_10_xplus = -100 * v2 / 5;
3596 shown_cards[i].field_14_y_plus = -138 * v3 / 5;
3597 shown_cards[i].field_18_point.x = shown_cards[i].field_8.x;
3598 shown_cards[i].field_18_point.y = shown_cards[i].field_8.y;
3599 }
3600
3601 pXY.x = 0;
3602 pXY.y = 0;
3603 ArcomageGame::LoadBackground();
3604 pXYZW.left = 0;
3605 pXYZW.right = window->GetWidth();
3606 pXYZW.top = 0;
3607 pXYZW.bottom = window->GetHeight();
3608 am_BeginScene(pArcomageGame->pBackgroundPixels, -1, 1);
3609 pRenderer->am_Blt_Copy(&pXYZW, &pXY, 2);
3610 am_EndScene();
3611 pRenderer->Present();
3612 ArcomageGame::LoadSprites();
3613 pRenderer->Present();
3614
3615 v4 = 120;
3616 for ( int i = 0; i < 12; ++i )
3617 am_sounds[i] = pSoundList->LoadSound(v4++, 0);
3618
3619 for (int i = 0; i < 10; ++i)
3620 array_4FABD0[i].field_40 = stru272_stru0::New();
3621
3622 current_card_slot_index = -1;
3623 amuint_4FAA4C = -1;
3624 byte_4FAA74 = 0;
3625 pArcomageGame->field_F4 = 0;
3626 am_gameover = false;
3627 byte_505880 = 0;
3628 dword_4FAA70 = 0;
3629 need_to_discard_card = 0;
3630 SetStartGameData();
3631 InitalHandsFill();
3632 //nullsub_1();
3633 pArcomageGame->GameOver = 0;
3634 pArcomageGame->pfntComic = pFontComic;
3635 pArcomageGame->pfntArrus = pFontArrus;
3636 }
3637
3638 //----- (0040D711) --------------------------------------------------------
3639 ArcomageGame::ArcomageGame()
3640 {
3641 field_4 = 0;
3642 //RGBTexture::RGBTexture(&this->pGameBackground);
3643 //RGBTexture::RGBTexture(&v1->pSprites);
3644 bGameInProgress = 0;
3645 field_F9 = 0;
3646 }
3647
3648 //----- (00409BE8) --------------------------------------------------------
3649 void SetStartConditions()
3650 {
3651 const ArcomageStartConditions *st_cond; // eax@1
3652
3653 st_cond = &start_conditions[window_SpeakInHouse->par1C - 108];
3654 start_tower_height = st_cond->tower_height;
3655 start_wall_height = st_cond->wall_height;
3656 start_quarry_level = st_cond->quarry_level - 1;
3657 start_magic_level = st_cond->magic_level - 1;
3658 start_zoo_level = st_cond->zoo_level - 1;
3659 minimum_cards_at_hand = 5;
3660 quarry_bonus = 1;
3661 magic_bonus = 1;
3662 zoo_bonus = 1;
3663 max_tower_height = st_cond->max_tower;
3664 max_resources_amount = st_cond->max_resources;
3665
3666 opponent_mastery = st_cond->mastery_lvl;
3667
3668 start_bricks_amount = st_cond->bricks_amount;
3669 start_gems_amount = st_cond->gems_amount;
3670 start_beasts_amount = st_cond->beasts_amount;
3671 }
3672
3673 //----- (0040D75D) --------------------------------------------------------
3674 void am_DrawText( int a1, const char *pText, POINT *pXY )
3675 {
3676 pPrimaryWindow->DrawText( pFontComic, pXY->x, pXY->y - ((pFontComic->uFontHeight - 3) / 2) + 3, 0, pText, 0, 0, 0);
3677 }
3678
3679 //----- (0040DB27) --------------------------------------------------------
3680 void DrawRect( RECT *pXYZW, unsigned __int16 uColor, char bSolidFill )
3681 {
3682 pRenderer->BeginScene();
3683 pRenderer->SetRasterClipRect(0, 0, window->GetWidth() - 1, window->GetHeight() - 1);
3684 if ( bSolidFill )
3685 {
3686 for ( int i = pXYZW->top; i <= pXYZW->bottom; ++i )
3687 pRenderer->RasterLine2D(pXYZW->left, i, pXYZW->right, i, uColor);
3688 }
3689 else
3690 {
3691 pRenderer->RasterLine2D(pXYZW->left, pXYZW->top, pXYZW->right, pXYZW->top, uColor);
3692 pRenderer->RasterLine2D(pXYZW->right, pXYZW->top, pXYZW->right, pXYZW->bottom, uColor);
3693 pRenderer->RasterLine2D(pXYZW->right, pXYZW->bottom, pXYZW->left, pXYZW->bottom, uColor);
3694 pRenderer->RasterLine2D(pXYZW->left, pXYZW->bottom, pXYZW->left, pXYZW->top, uColor);
3695 }
3696 pRenderer->EndScene();
3697 }
3698
3699 void DrawSquare( POINT *pTargetXY, unsigned __int16 uColor )
3700 {
3701 pRenderer->BeginScene();
3702 //if ( uNumSceneBegins )
3703 {
3704 if ( pTargetXY->x >= 0 && pTargetXY->x <= window->GetWidth() - 1
3705 && pTargetXY->y >= 0 && pTargetXY->y <= window->GetHeight() - 1)
3706 {
3707 pRenderer->WritePixel16(pTargetXY->x, pTargetXY->y, uColor);
3708 pRenderer->WritePixel16(pTargetXY->x + 1, pTargetXY->y, uColor);
3709 pRenderer->WritePixel16(pTargetXY->x, pTargetXY->y + 1, uColor);
3710 pRenderer->WritePixel16(pTargetXY->x + 1, pTargetXY->y + 1, uColor);
3711 }
3712 pRenderer->EndScene();
3713 }
3714 }
3715
3716 //----- (0040DBD3) --------------------------------------------------------
3717 void DrawPixel( POINT *pTargetXY, unsigned __int16 uColor )
3718 {
3719 pRenderer->BeginScene();
3720 //if ( pRenderer->uNumSceneBegins )
3721 {
3722 if ( pTargetXY->x >= 0 && pTargetXY->x <= window->GetWidth() - 1
3723 && pTargetXY->y >= 0 && pTargetXY->y <= window->GetHeight() - 1)
3724 {
3725 pRenderer->WritePixel16(pTargetXY->x, pTargetXY->y, uColor);
3726 /*int xVal = pTargetXY->x;
3727 int yVal = pTargetXY->y;
3728 if ( xVal >= 0 && xVal <= 639 && yVal >= 0 && yVal <= 479)
3729 {
3730 pRenderer->pTargetSurface[xVal + pRenderer->uTargetSurfacePitch * yVal] = uColor;
3731 }*/
3732 }
3733 pRenderer->EndScene();
3734 }
3735 }
3736
3737 //----- (0040DDB1) --------------------------------------------------------
3738 int rand_interval( int min, int max )
3739 {
3740 return min + rand() % (max - min + 1);
3741 }
3742
3743 //----- (0040DEC8) --------------------------------------------------------
3744 void __fastcall am_IntToString(int val, char *pOut)
3745 {
3746 sprintfex(pOut, "%d", val);
3747 }
3748
3749 void set_stru1_field_8_InArcomage(int inValue)
3750 {
3751 switch(inValue)
3752 {
3753 case 91:LOBYTE(pArcomageGame->stru1.field_8) = 123;break;
3754 case 92:LOBYTE(pArcomageGame->stru1.field_8) = 124;break;
3755 case 93:LOBYTE(pArcomageGame->stru1.field_8) = 125;break;
3756 case 96:LOBYTE(pArcomageGame->stru1.field_8) = 126;break;
3757 case 61:LOBYTE(pArcomageGame->stru1.field_8) = 43;break;
3758 case 55:LOBYTE(pArcomageGame->stru1.field_8) = 38;break;
3759 case 56:LOBYTE(pArcomageGame->stru1.field_8) = 42;break;
3760 case 57:LOBYTE(pArcomageGame->stru1.field_8) = 40;break;
3761 case 59:LOBYTE(pArcomageGame->stru1.field_8) = 58;break;
3762 case 54:LOBYTE(pArcomageGame->stru1.field_8) = 94;break;
3763 case 50:LOBYTE(pArcomageGame->stru1.field_8) = 64;break;
3764 case 51:LOBYTE(pArcomageGame->stru1.field_8) = 35;break;
3765 case 52:LOBYTE(pArcomageGame->stru1.field_8) = 36;break;
3766 case 53:LOBYTE(pArcomageGame->stru1.field_8) = 37;break;
3767 case 49:LOBYTE(pArcomageGame->stru1.field_8) = 33;break;
3768 case 39:LOBYTE(pArcomageGame->stru1.field_8) = 34;break;
3769 case 44:LOBYTE(pArcomageGame->stru1.field_8) = 60;break;
3770 case 46:LOBYTE(pArcomageGame->stru1.field_8) = 62;break;
3771 case 47:LOBYTE(pArcomageGame->stru1.field_8) = 63;break;
3772 case 48:LOBYTE(pArcomageGame->stru1.field_8) = 41;break;
3773 default:LOBYTE(pArcomageGame->stru1.field_8) = inValue;break;
3774 }
3775 }