Mercurial > mm7
diff Arcomage/Arcomage.cpp @ 2496:5abd8fc8f1c6
for ITEM_ARTIFACT_LADYS_ESCORT
author | Ritor1 |
---|---|
date | Thu, 18 Sep 2014 17:38:54 +0600 |
parents | |
children | 68cdef6879a0 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Arcomage/Arcomage.cpp Thu Sep 18 17:38:54 2014 +0600 @@ -0,0 +1,3775 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include <string> + + +#include "..\Engine/Graphics/Render.h" +#include "Arcomage.h" +#include "AudioPlayer.h" +#include "Game.h" +#include "..\Engine/Graphics/Viewport.h" +#include "Timer.h" +#include "GUIFont.h" +#include "Party.h" +#include "GUIWindow.h" +#include "texts.h" +#include <windef.h> +#include "mm7_data.h" +#include "UI/UIHouses.h" + + + +void SetStartConditions(); +void SetStartGameData(); +void FillPlayerDeck(); +void InitalHandsFill(); +void GetNextCardFromDeck(int player_num); +int GetEmptyCardSlotIndex(int player_num); +void IncreaseResourcesInTurn(int player_num); +void TurnChange(); +bool IsGameOver(); +int CalculateCardPower(ArcomagePlayer* player, ArcomagePlayer* enemy, ArcomageCard* pCard, int mastery); +char PlayerTurn(int player_num); +void DrawGameUI(int animation_stage); +void DrawSparks(); +void DrawRectanglesForText(); +void DrawPlayersText(); +void DrawPlayerLevels(int a1, char *text, POINT *pXY); +void DrawBricksCount(int a1, char* text, POINT *pXY); +void DrawGemsCount(int a1, char* text, POINT* pXY); +void DrawBeastsCount(int a1, char *text, POINT *pXY); +void DrawPlayersTowers(); +void DrawPlayersWall(); +void DrawCards(); +void DrawCardAnimation(int a1); +int GetPlayerHandCardCount(int player_num); +int DrawCardsRectangles(int player_num); +bool DiscardCard(int player_num, int card_slot_index); +bool PlayCard(int player_num, int card_slot_num); +bool CanCardBePlayed(int player_num, int hand_card_indx); +void ApplyCardToPlayer(int player_num, unsigned int uCardID); +int am_40D2B4(POINT* a1, int a2); // weak +int ApplyDamageToBuildings(int player_num, int damage); // weak +void GameResultsApply(); + +void am_DrawText(int a1, const char *pText, POINT *pXY); +void am_BeginScene(unsigned __int16 *pPcxPixels, int a2, int a3); // idb +void am_EndScene(); +void DrawRect(RECT *pXYZW, unsigned __int16 uColor, char bSolidFill); +void DrawSquare( POINT *pTargetXY, unsigned __int16 uColor ); +void DrawPixel(POINT *pTargetXY, unsigned __int16 uColor); +int rand_interval(int min, int max); // idb +void __fastcall am_IntToString(int val, char *pOut); + +//----- (0040DEDB) -------------------------------------------------------- +unsigned int R8G8B8_to_TargetFormat(int uColor) +{ + return Color16(LOBYTE(uColor), BYTE1(uColor), BYTE2(uColor)); +} + +/* 388 */ +#pragma pack(push, 1) +struct ArcomageStartConditions +{ + __int16 max_tower; + __int16 max_resources; + __int16 tower_height; + __int16 wall_height; + __int16 quarry_level; + __int16 magic_level; + __int16 zoo_level; + __int16 bricks_amount; + __int16 gems_amount; + __int16 beasts_amount; + int mastery_lvl; +}; +#pragma pack(pop) +const ArcomageStartConditions start_conditions[13] = +{ + { 30, 100, 15, 5, 2, 2, 2, 10, 10, 10, 0}, + { 50, 150, 20, 5, 2, 2, 2, 5, 5, 5, 1}, + { 50, 150, 20, 5, 2, 2, 2, 5, 5, 5, 2}, + { 75, 200, 25, 10, 3, 3, 3, 5, 5, 5, 2}, + { 75, 200, 20, 10, 3, 3, 3, 5, 5, 5, 1}, + {100, 300, 30, 15, 4, 4, 4, 10, 10, 10, 1}, + {100, 300, 30, 15, 4, 4, 4, 10, 10, 10, 2}, + {150, 400, 20, 10, 5, 5, 5, 25, 25, 25, 0}, + {200, 500, 20, 10, 1, 1, 1, 15, 15, 15, 2}, + {100, 300, 20, 50, 1, 1, 5, 5, 5, 25, 0}, + {125, 350, 10, 20, 3, 1, 2, 15, 5, 10, 2}, + {125, 350, 10, 20, 3, 1, 2, 15, 5, 10, 1}, + {100, 300, 50, 50, 5, 3, 5, 20, 10, 20, 0} +}; + +#define SIG_trpg 0x67707274 +#define SIG_xxxx 0x78787878 + +ArcomageGame *pArcomageGame = new ArcomageGame; + +ArcomagePlayer am_Players[2]; // 00505708 +AcromageCardOnTable shown_cards[10]; // 004FAA78 +stru272 array_4FABD0[10]; // 4FABD0 + + +ArcomageDeck playDeck; // 00505288 +ArcomageDeck deckMaster; // 005054C8 + +char Player2Name[] = "Enemy"; +char Player1Name[] = "Player"; + +/* 267 */ +#pragma pack(push, 1) +struct stru273 +{ + bool _40DD2F(); + bool Inside(RECT*pXYZW); + + int x; + int y; + char curr_mouse_left; + char mouse_left_state_changed; + char curr_mouse_right; + char mouse_right_state_changed; +}; +#pragma pack(pop) + + +#pragma pack(push, 1) +struct am_2 + { + int slot_index; + int card_power; + }; +#pragma pack(pop) + +am_2 cards_power[10]; +std::array<__int16, 12> am_sounds; + +char byte_4E185C = 1; // weak +char am_byte_4E185D = 1; // weak +char use_start_bonus = 1; // weak + +int start_tower_height; +int start_wall_height; +int start_quarry_level; +int start_magic_level; +int start_zoo_level; + + +int minimum_cards_at_hand = 5; // 004E1874 +int quarry_bonus = 1; +int magic_bonus = 1; +int zoo_bonus = 1; + +int max_tower_height = 50; +int max_resources_amount = 100 ; + +int opponent_mastery = 1 ; // weak + +bool am_gameover; // 004FAA2C +char byte_4FAA2D; // weak + +int am_default_starting_player = 0; // 505890 +int current_player_num; // 004FAA6C +char need_to_discard_card; // 04FAA77 + +int current_card_slot_index; // 004FABBC +int played_card_id; // 4FABC0 +int uCardID; // 4FAA50 + +int deck_walk_index; // 004FABC8 + +int start_bricks_amount; +int start_gems_amount; +int start_beasts_amount; + +POINT amuint_4FAA3C_blt_xy; +POINT am_uint_4FAA44_blt_xy; +POINT amuint_4FAA54_blt_xy; +POINT amuint_4FAA5C_blt_xy; + +int dword_4FAA64; // weak +int dword_4FAA68; // weak + +int dword_4FABB8; // weak + +char byte_4FAA00; // weak + +int amuint_4FAA34; // weak +int amuint_4FAA38; // weak +int amuint_4FAA4C; // weak + +char byte_4FAA2E; // weak + +int dword_4FAA70; // weak +char byte_4FAA74; // weak +char am_byte_4FAA75; // weak +char am_byte_4FAA76; // weak + +int amuint_4FABC4; // weak + + +char byte_505880; // weak +char byte_505881; // weak + +//----- (0040DD2F) -------------------------------------------------------- +bool stru273::_40DD2F() +{ + + this->x = pArcomageGame->mouse_x; + this->y = pArcomageGame->mouse_y; + this->curr_mouse_left = pArcomageGame->mouse_left; + this->mouse_left_state_changed = pArcomageGame->mouse_left == pArcomageGame->prev_mouse_left; + this->curr_mouse_right = pArcomageGame->mouse_right; + this->mouse_right_state_changed = pArcomageGame->mouse_right == pArcomageGame->prev_mouse_right; + pArcomageGame->prev_mouse_left = pArcomageGame->mouse_left; + pArcomageGame->prev_mouse_right = pArcomageGame->mouse_right; + return true; +} + +//----- (0040DD93) -------------------------------------------------------- +bool stru273::Inside(RECT*pXYZW ) + { + + return (x >= pXYZW->left) && (x <= pXYZW->right) && + (y>= pXYZW->top) && (y <= pXYZW->bottom); +} + +//----- (0040DFD1) -------------------------------------------------------- +stru272_stru0 *stru272_stru0::New() +{ + stru272_stru0 *v2 = (stru272_stru0 *)malloc(0x5Cu); + v2->signature = SIG_trpg; + v2->position_in_sparks_arr = 0; + v2->field_30 = 0.0; + v2->field_58 = 0; + v2->field_59 = 0; + + return v2; +} + +//----- (0040DFFE) -------------------------------------------------------- +int stru272_stru0::Free() +{ + if ( this->signature == SIG_trpg ) + { + this->signature = SIG_xxxx; + free(this); + return 0; + } + else + return 2; +} + +//----- (0040E01A) -------------------------------------------------------- +int stru272_stru0::StartFill( stru272_stru2* a2 ) +{ + //stru272_stru0* a1 = this; + if ( this->signature == SIG_trpg ) + { + this->field_4 = a2->field_20; + this->field_C = a2->effect_area.left << 16; + this->field_10 = a2->effect_area.top << 16; + this->field_14 = a2->effect_area.right << 16; + this->field_18 = a2->effect_area.bottom << 16; + this->field_1C = a2->field_10; + this->field_20 = a2->field_14; + this->field_24 = a2->field_18; + this->field_28 = (float)(a2->field_1Cf * 65536.0); + this->field_2C = a2->field_24f; + this->field_34 = (int)(a2->field_28f * 65536.0); + this->field_38 = (int)(a2->field_2Cf * 65536.0); + this->field_3C = a2->field_30; + this->field_40 = a2->field_34; + this->field_54 = a2->sparks_array; + this->field_59 = 1; + return 0; + } + else + return 2; +} + +//----- (0040E0F5) -------------------------------------------------------- +int stru272_stru0::Clear(char a2, char a3) + { + if ( signature == SIG_trpg) + { + if ( a2 ) + { + position_in_sparks_arr = 0; + field_30 = 0.0; + } + if ( field_59 && a3 ) + { + + for (int i=0; i<field_4; ++i) + field_54[i].have_spark = 0; + field_58 = 0; + } + return 0; + } + else + return 2; + } + +//----- (0040E133) -------------------------------------------------------- +int stru272_stru0::DrawEffect() +{ +// stru272_stru0 *v1; // edi@1 + int v3; // ST18_4@3 + double v4; // st7@3 + double v5; // st6@4 + char v6; // bl@8 + stru272_stru1 *v7; // esi@8 + int v8; // ecx@10 + signed int v9; // eax@10 + int v10; // ecx@10 + signed int v11; // eax@10 + int v12; // ebx@12 + int v13; // ST1C_4@12 + int v14; // ebx@12 + int v15; // ST1C_4@12 + signed int v16; // edx@12 + int v17; // ebx@12 + int v18; // ST1C_4@12 + signed int v19; // edx@12 + int v20; // [sp+8h] [bp-10h]@8 + int v21; // [sp+Ch] [bp-Ch]@8 + float v22; // [sp+14h] [bp-4h]@3 + + if ( this->signature != SIG_trpg ) + return 2; + v3 = this->position_in_sparks_arr; + v22 = this->field_30; + v4 = v3; + if ( v3 > 0 ) + { + v5 = v22 + this->field_2C; + v22 = v5; + if ( v5 > v4 ) + v22 = v4; + } + if ( v22 >= 1.0 || this->field_58 ) + { + v6 = 0; + v7 = this->field_54; + v20 = this->field_28; + + for ( v21 = this->field_4; v21; v21-- ) + { + if ( v7->have_spark > 0 ) + { + v8 = v7->field_14; + --v7->have_spark; + v9 = v8 + v7->field_C; + v10 = v20 + v7->field_18; + v7->field_C = v9; + v7->spark_position.x = v9 >> 16; + v11 = v10 + v7->field_10; + v7->field_18 = v10; + v7->field_10 = v11; + v7->spark_position.y = v11 >> 16; + v6 = 1; + //goto LABEL_14; + } + else + { + if ( v22 >= 1.0 ) + { + v12 = this->field_40; + v13 = this->field_3C; + v7->have_spark = rand_interval(v13,v12); + v7->field_14 = (rand() % 17 - 8) << 16; + v7->field_18 = (rand() % 17 - 8) << 16; + v14 = this->field_14 - 1; + v15 = this->field_C; + v16 = rand_interval(v15,v14); + v7->field_C = v16; + v7->spark_position.x = v16 >> 16; + v17 = this->field_18 - 1; + v18 = this->field_10; + v19 = rand_interval(v17, v18); + v7->field_10 = v19; + v7->spark_position.y = v19 >> 16; + --this->position_in_sparks_arr; + v22 = v22 - 1.0; + v6 = 1; + } + } +//LABEL_14: + ++v7; + //--v21; + //if ( !v21 ) + //{ + //this->field_58 = v6; + //this->field_30 = v22; + //return 0; + //} + } + this->field_58 = v6; + this->field_30 = v22; + } + return 0; +} + +//----- (0040E2A7) -------------------------------------------------------- +int stru272_stru0::_40E2A7() +{ + if (signature == SIG_trpg ) + { + if ( position_in_sparks_arr <= 0 ) + return field_58 != 0 ? 2 : 0; + else + return 1; + } + else + return 3; +} + +//----- (0040DFAF) -------------------------------------------------------- +void ArcomageGame::OnMouseClick(char right_left, bool bDown) +{ + if ( right_left ) + pArcomageGame->mouse_right = bDown; + else + pArcomageGame->mouse_left = bDown; +} + +//----- (0040DFC1) -------------------------------------------------------- +void ArcomageGame::OnMouseMove(int x, int y) +{ + pArcomageGame->mouse_x = x; + pArcomageGame->mouse_y = y; +} + +//----- (0040DF47) -------------------------------------------------------- +void DoBlt_Copy(unsigned __int16 *pPixels) +{ + RECT pSrcRect; + POINT pTargetPoint; // [sp+1Ch] [bp-8h]@1 + + pRenderer->Present(); + + pTargetPoint.x = 0; + pTargetPoint.y = 0; + + pSrcRect.left = 0; + pSrcRect.top = 0; + pSrcRect.right = window->GetWidth(); + pSrcRect.bottom = window->GetHeight(); + + pRenderer->BeginScene(); + pArcomageGame->pBlit_Copy_pixels = pPixels; + pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2); + pRenderer->EndScene(); + pArcomageGame->pBlit_Copy_pixels = nullptr; +} + +//----- (0040DDC9) -------------------------------------------------------- +void ArcomageGame::PlaySound( unsigned int event_id ) +{ + SoundID play_sound_id; // eax@10 + + switch ( event_id ) + { + case 40: + case 43: + case 46: + play_sound_id = SOUND_Arcomage_LoseResources; + break; + case 39: + case 41: + case 42: + case 44: + case 45: + case 47: + play_sound_id = SOUND_Arcomage_AddResources; + break; + case 0: + case 12: + case 14: + case 15: + case 16: + case 48: + case 50: + case 53: + play_sound_id = SOUND_Arcomage_TowerWallDamage; + break; + case 21: + case 22: + case 23: + play_sound_id = SOUND_Arcomage_DrawCard; + break; + case 56: + play_sound_id = SOUND_Arcomage_124; + break; + case 31: + case 34: + case 37: + play_sound_id = SOUND_Arcomage_ProductionDamage; + break; + case 1: + case 30: + case 32: + case 33: + case 35: + case 36: + case 38: + play_sound_id = SOUND_Arcomage_ProductionUpgrade; + break; + case 20: + play_sound_id = SOUND_Arcomage_127; + break; + case 3: + play_sound_id = SOUND_Arcomage_128; + break; + case 52: + case 54: + play_sound_id = SOUND_Arcomage_TowerUpgrade; + break; + case 10: + case 11: + case 13: + play_sound_id = SOUND_Arcomage_130; + break; + case 55u: + play_sound_id = SOUND_Arcomage_131; + break; + case 49: + case 51: + play_sound_id = SOUND_Arcomage_WallUpgrade; + break; + default: + return; + } + pAudioPlayer->PlaySound(play_sound_id, 0, 0, -1, 0, 0, 0, 0); +} + +//----- (0040DC2D) -------------------------------------------------------- +bool ArcomageGame::MsgLoop(int a1, ArcomageGame_stru1 *a2) +{ + void *v2; // ebp@1 + //BOOL v3; // eax@1 + + v2 = a2; + pArcomageGame->field_0 = 0; + pArcomageGame->stru1.field_0 = 0; + //v3 = PeekMessageA(&pArcomageGame->msg, 0, 0, 0, PM_REMOVE); + //if ( pArcomageGame->msg.message == WM_QUIT ) + //Game_DeinitializeAndTerminate(0); + if ( PeekMessageA(&pArcomageGame->msg, 0, 0, 0, PM_REMOVE) ) + { + if ( pArcomageGame->msg.message == WM_QUIT ) + Game_DeinitializeAndTerminate(0); + TranslateMessage(&pArcomageGame->msg); + DispatchMessageA(&pArcomageGame->msg); + } + /*if (pAsyncMouse) + { + EnterCriticalSection(&pGame->pThreadWardInstance->csAsyncMouse); + v4 = *((unsigned int *)pAsyncMouse + 7); + pArcomageGame->mouse_x = *((unsigned int *)pAsyncMouse + 6); + pArcomageGame->mouse_y = v4; + v5 = *((unsigned int *)pAsyncMouse + 27); + v6 = *(unsigned int *)v5; + if ( *(unsigned int *)v5 != v5 ) + { + do + { + v7 = *(unsigned int *)(v6 + 20); + if ( v7 & 1 ) + { + pArcomageGame->stru1.field_0 = 7; + } + else + { + if ( v7 & 2 ) + pArcomageGame->stru1.field_0 = 8; + } + v6 = *(unsigned int *)v6; + } + while ( v6 != *((unsigned int *)pAsyncMouse + 27) ); + } + pAsyncMouse->_46B944(); + if ( !*((unsigned char *)pAsyncMouse + 90) ) + pArcomageGame->field_F6 = 1; + LeaveCriticalSection(&pGame->pThreadWardInstance->csAsyncMouse); + }*/ + memcpy(v2, &pArcomageGame->stru1, 0xCu); + return pArcomageGame->stru1.field_0 != 0; +} + +//----- (0040D7D5) -------------------------------------------------------- +void am_BeginScene(unsigned __int16 *pPcxPixels, int a2, int a3) +{ + pRenderer->BeginScene(); + pArcomageGame->pBlit_Copy_pixels = pPcxPixels; +} + +//----- (0040D7EC) -------------------------------------------------------- +void Render::am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode) +{ + unsigned __int16 *pSrc; // eax@2 + int uSrcTotalWidth; // ecx@4 + unsigned int v10; // esi@9 + int v21; // [sp+Ch] [bp-18h]@8 + unsigned __int16 *src_surf_pos; // [sp+10h] [bp-14h]@9 + __int32 src_width; // [sp+14h] [bp-10h]@3 + __int32 src_height; // [sp+18h] [bp-Ch]@3 + int uSrcPitch; // [sp+1Ch] [bp-8h]@5 + + if ( !uNumSceneBegins ) + return; + if ( !pArcomageGame->pBlit_Copy_pixels ) + return; + + //dest_surf_pos = &pRenderer->pTargetSurface[pTargetPoint->x + pTargetPoint->y * pRenderer->uTargetSurfacePitch]; + src_width = pSrcRect->right - pSrcRect->left; + src_height = pSrcRect->bottom - pSrcRect->top; + + if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pBackgroundPixels ) + uSrcTotalWidth = pArcomageGame->pGameBackground.uWidth; + else if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pSpritesPixels ) + uSrcTotalWidth = pArcomageGame->pSprites.uWidth; + + //v20 = 157; + //v19 = "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\am_nw.cpp"; + //v21 = &v18; + //std__string_char_40E2C8(&v18, "Problem in Blit_Chroma", &a3a); + //466D09_xcpt_string(&v21, v18, v19, v20); + //pSrc = pArcomageGame.pBlit_Copy_pixels; + //LABEL_9: + pSrc = pArcomageGame->pBlit_Copy_pixels; + uSrcPitch = uSrcTotalWidth; + src_surf_pos = &pSrc[pSrcRect->left + uSrcPitch * pSrcRect->top]; + v10 = 0x1F;//0xFF >> (8 - (unsigned __int8)uTargetBBits); + v21 = (uTargetGBits != 6 ? 0x31EF : 0x7BEF); + if ( blend_mode == 2 ) + { + uSrcPitch = (uSrcPitch - src_width); + for ( int i = 0; i < src_height; ++i ) + { + for ( int j = 0; j < src_width; ++j ) + { + if ( *src_surf_pos != v10 ) + { + if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1 + && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1) + WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, *src_surf_pos); + } + ++src_surf_pos; + } + src_surf_pos += uSrcPitch; + } + } + else + { + uSrcPitch = (uSrcPitch - src_width); + for ( int i = 0; i < src_height; ++i ) + { + for ( int j = 0; j < src_width; ++j ) + { + if ( *src_surf_pos != v10 ) + { + if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1 + && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1) + //WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (v21 & (ReadPixel16(pTargetPoint->x + j, pTargetPoint->y + i) >> 1)) + (v21 & (*src_surf_pos >> 1))); + WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (0x7BEF & (*src_surf_pos / 2))); + } + ++src_surf_pos; + } + src_surf_pos+=uSrcPitch; + } + } +} + +//----- (0040D9B1) -------------------------------------------------------- +void Render::am_Blt_Copy( RECT *pSrcRect, POINT *pTargetPoint, int blend_mode ) +{ + unsigned __int16 *pSrc; // eax@2 + int uSrcTotalWidth; // ecx@4 + int v21; // [sp+Ch] [bp-18h]@8 + unsigned __int16 *src_surf_pos; // [sp+10h] [bp-14h]@9 + __int32 src_width; // [sp+14h] [bp-10h]@3 + __int32 src_height; // [sp+18h] [bp-Ch]@3 + int uSrcPitch; // [sp+1Ch] [bp-8h]@5 + + if ( !uNumSceneBegins ) + return; + if ( !pArcomageGame->pBlit_Copy_pixels ) + return; + + //dest_surf_pos = &pRenderer->pTargetSurface[pTargetPoint->x + pTargetPoint->y * pRenderer->uTargetSurfacePitch]; + src_width = pSrcRect->right - pSrcRect->left; + src_height = pSrcRect->bottom - pSrcRect->top; + if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pBackgroundPixels ) + uSrcTotalWidth = pArcomageGame->pGameBackground.uWidth; + else if ( pArcomageGame->pBlit_Copy_pixels == pArcomageGame->pSpritesPixels ) + uSrcTotalWidth = pArcomageGame->pSprites.uWidth; + + //v20 = 157; + //v19 = "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\am_nw.cpp"; + //v21 = &v18; + //std__string_char_40E2C8(&v18, "Problem in Blit_Chroma", &a3a); + //466D09_xcpt_string(&v21, v18, v19, v20); + //pSrc = pArcomageGame.pBlit_Copy_pixels; + //LABEL_9: + pSrc = pArcomageGame->pBlit_Copy_pixels; + uSrcPitch = uSrcTotalWidth; + src_surf_pos = &pSrc[pSrcRect->left + uSrcPitch * pSrcRect->top]; + v21 = (uTargetGBits != 6 ? 0x31EF : 0x7BEF); + + if ( blend_mode == 2 ) + { + uSrcPitch = (uSrcPitch - src_width); + for ( int i = 0; i < src_height; ++i ) + { + for ( int j = 0; j < src_width; ++j ) + { + if ( *src_surf_pos != v21 ) + { + if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1 + && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1) + WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, *src_surf_pos); + } + ++src_surf_pos; + } + src_surf_pos += uSrcPitch; + } + } + else + { + uSrcPitch = (uSrcPitch - src_width); + for ( int i = 0; i < src_height; ++i ) + { + for ( int j = 0; j < src_width; ++j ) + { + if ( *src_surf_pos != v21 ) + { + if ( pTargetPoint->x + j >= 0 && pTargetPoint->x + j <= window->GetWidth() - 1 + && pTargetPoint->y + i >= 0 && pTargetPoint->y + i <= window->GetHeight() - 1) + //WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (v21 & (ReadPixel16(pTargetPoint->x + j, pTargetPoint->y + i) / 2)) + (v21 & (*src_surf_pos / 2))); + WritePixel16(pTargetPoint->x + j, pTargetPoint->y + i, (0x7BEF & (*src_surf_pos / 2))); + } + ++src_surf_pos; + } + src_surf_pos += uSrcPitch; + } + } +} + +//----- (0040DB10) -------------------------------------------------------- +void am_EndScene() +{ + pRenderer->EndScene(); + pArcomageGame->pBlit_Copy_pixels = nullptr; +} + +//----- (0040D7B7) -------------------------------------------------------- +bool ArcomageGame::LoadSprites() +{ + pArcomageGame->pSprites.Load("sprites.pcx", 2); + pArcomageGame->pSpritesPixels = pArcomageGame->pSprites.pPixels; + return true; +} + +//----- (0040D799) -------------------------------------------------------- +bool ArcomageGame::LoadBackground() +{ + pArcomageGame->pGameBackground.Load("layout.pcx", 2); + pArcomageGame->pBackgroundPixels = pArcomageGame->pGameBackground.pPixels; + return true; +} + +int CalculateCardPower(ArcomagePlayer* player, ArcomagePlayer* enemy, ArcomageCard* pCard, int mastery) +{ + enum V_INDX{ + P_TOWER_M10, + P_WALL_M10, + E_TOWER, + E_WALL, + E_BUILDINGS, + E_QUARRY, + E_MAGIC, + E_ZOO, + E_RES, + V_INDEX_MAX + }; + + const int mastery_coeff[V_INDEX_MAX][2]= {{10, 5}, //P_TOWER_M10 + {2, 1}, //P_WALL_M10 + {1, 10}, //E_TOWER + {1, 3}, //E_WALL + {1, 7}, //E_BUILDINGS + {1, 5}, //E_QUARRY + {1, 40}, //E_MAGIC + {1, 40}, //E_ZOO + {1, 2} //E_RES + }; + int card_power= 0; + int element_power; + + if ( pCard->to_player_tower == 99 || pCard->to_pl_enm_tower == 99|| + pCard->to_player_tower2 == 99 || pCard->to_pl_enm_tower2 == 99 ) + element_power = enemy->tower_height - player->tower_height; + else + element_power = pCard->to_player_tower + pCard->to_pl_enm_tower + pCard->to_player_tower2 + pCard->to_pl_enm_tower2; + + if ( player->tower_height >= 10 ) + card_power += mastery_coeff[P_TOWER_M10][mastery]*element_power; + else + card_power += 20*element_power; + + + if ( pCard->to_player_wall == 99 || pCard->to_pl_enm_wall == 99 || + pCard->to_player_wall2 == 99 || pCard->to_pl_enm_wall2 == 99 ) + element_power = enemy->wall_height - player->wall_height; + else + element_power = pCard->to_player_wall + pCard->to_pl_enm_wall + + pCard->to_player_wall2 + pCard->to_pl_enm_wall2; + if ( player->wall_height >= 10 ) + card_power += mastery_coeff[P_WALL_M10][mastery]*element_power; //1 + else + card_power += 5*element_power; + + + card_power += 7 * (pCard->to_player_buildings + pCard->to_pl_enm_buildings + + pCard->to_player_buildings2 + pCard->to_pl_enm_buildings2); + + if ( pCard->to_player_quarry_lvl == 99 || pCard->to_pl_enm_quarry_lvl == 99 || + pCard->to_player_quarry_lvl2 == 99 || pCard->to_pl_enm_quarry_lvl2 == 99 ) + element_power = enemy->quarry_level - player->quarry_level; + else + element_power = pCard->to_player_quarry_lvl + pCard->to_pl_enm_quarry_lvl + + pCard->to_player_quarry_lvl2 + pCard->to_pl_enm_quarry_lvl; + + card_power += 40 * element_power; + + if ( pCard->to_player_magic_lvl == 99 || pCard->to_pl_enm_magic_lvl == 99 || + pCard->to_player_magic_lvl2 == 99 || pCard->to_pl_enm_magic_lvl2 == 99 ) + element_power = enemy->magic_level - player->magic_level; + else + element_power = pCard->to_player_magic_lvl + pCard->to_pl_enm_magic_lvl + + pCard->to_player_magic_lvl2 + pCard->to_pl_enm_magic_lvl2; + card_power += 40 *element_power; + + if ( pCard->to_player_zoo_lvl == 99 || pCard->to_pl_enm_zoo_lvl == 99 || + pCard->to_player_zoo_lvl2 == 99 || pCard->to_pl_enm_zoo_lvl2 == 99 ) + element_power = enemy->zoo_level - player->zoo_level; + else + element_power = pCard->to_player_zoo_lvl + pCard->to_pl_enm_zoo_lvl + + pCard->to_player_zoo_lvl2 + pCard->to_pl_enm_zoo_lvl2; + card_power += 40 *element_power; + + if ( pCard->to_player_bricks == 99 || pCard->to_pl_enm_bricks == 99 || + pCard->to_player_bricks2 == 99 || pCard->to_pl_enm_bricks2 == 99 ) + element_power = enemy->resource_bricks - player->resource_bricks; + else + element_power = pCard->to_player_bricks + pCard->to_pl_enm_bricks + + pCard->to_player_bricks2 + pCard->to_pl_enm_bricks2; + card_power += 2 *element_power; + + + if ( pCard->to_player_gems == 99 || pCard->to_pl_enm_gems == 99 || + pCard->to_player_gems2 == 99 || pCard->to_pl_enm_gems2 == 99 ) + element_power = enemy->resource_gems - player->resource_gems; + else + element_power = pCard->to_player_gems + pCard->to_pl_enm_gems + + pCard->to_player_gems2 + pCard->to_pl_enm_gems2; + card_power += 2 *element_power; + + if ( pCard->to_player_beasts == 99 || pCard->to_pl_enm_beasts == 99 || + pCard->to_player_beasts2 == 99 || pCard->to_pl_enm_beasts2 == 99 ) + element_power = enemy->resource_beasts - player->resource_beasts; + else + element_power = pCard->to_player_beasts + pCard->to_pl_enm_beasts + + pCard->to_player_beasts2 + pCard->to_pl_enm_beasts2; + card_power += 2 *element_power; + + if ( pCard->to_enemy_tower == 99 || pCard->to_enemy_tower2 == 99 ) + element_power = player->tower_height - enemy->tower_height; + else + element_power = -(pCard->to_enemy_tower + pCard->to_enemy_tower2); + card_power += mastery_coeff[E_TOWER][mastery]*element_power; + + if ( pCard->to_enemy_wall == 99 || pCard->to_enemy_wall2 == 99 ) + element_power = player->wall_height - enemy->wall_height; + else + element_power = -(pCard->to_enemy_wall + pCard->to_enemy_wall2); + card_power += mastery_coeff[E_WALL][mastery]*element_power; + + card_power -= mastery_coeff[E_BUILDINGS][mastery]*(pCard->to_enemy_buildings + pCard->to_enemy_buildings2); + + if ( pCard->to_enemy_quarry_lvl == 99 || pCard->to_enemy_quarry_lvl2 == 99 ) + element_power = player->quarry_level - enemy->quarry_level; //5 + else + element_power = -(pCard->to_enemy_quarry_lvl + pCard->to_enemy_quarry_lvl2); //5 + card_power += mastery_coeff[E_QUARRY][mastery]*element_power; + + if ( pCard->to_enemy_magic_lvl == 99 || pCard->to_enemy_magic_lvl2 == 99 ) + element_power = player->magic_level - enemy->magic_level; //40 + else + element_power = -(pCard->to_enemy_magic_lvl + pCard->to_enemy_magic_lvl2); + card_power += mastery_coeff[E_MAGIC][mastery]*element_power; + + if ( pCard->to_enemy_zoo_lvl == 99 || pCard->to_enemy_zoo_lvl2 == 99 ) + element_power = player->zoo_level - enemy->zoo_level; //40 + else + element_power = -(pCard->to_enemy_zoo_lvl + pCard->to_enemy_zoo_lvl2); + card_power += mastery_coeff[E_ZOO][mastery]*element_power; + + if ( pCard->to_enemy_bricks == 99 || pCard->to_enemy_bricks2 == 99 ) + element_power = player->resource_bricks - enemy->resource_bricks; //2 + else + element_power = -(pCard->to_enemy_bricks + pCard->to_enemy_bricks2); + card_power += mastery_coeff[E_RES][mastery]*element_power; + + if ( pCard->to_enemy_gems == 99 || pCard->to_enemy_gems2 == 99 ) + element_power = player->resource_gems - enemy->resource_gems; //2 + else + element_power = -(pCard->to_enemy_gems + pCard->to_enemy_gems2); + card_power += mastery_coeff[E_RES][mastery]*element_power; + + if ( pCard->to_enemy_beasts == 99 || pCard->to_enemy_beasts2 == 99 ) + element_power = player->resource_beasts - enemy->resource_beasts; //2 + else + element_power = -(pCard->to_enemy_beasts + pCard->to_enemy_beasts2); + card_power += mastery_coeff[E_RES][mastery]*element_power; + + if ( pCard->field_30 || pCard->field_4D ) + card_power *= 10; + + if ( pCard->field_24 == 1 ) + element_power = player->resource_bricks - pCard->needed_bricks; + else if ( pCard->field_24 == 2 ) + element_power = player->resource_gems - pCard->needed_gems; + else if (pCard->field_24 == 3) + element_power = player->resource_beasts - pCard->needed_beasts; + if ( element_power > 3 ) + element_power = 3; + card_power += 5 * element_power; + + if ( enemy->tower_height <= pCard->to_enemy_tower2 + pCard->to_enemy_tower ) + card_power += 9999; + + if (pCard->to_enemy_tower2 + pCard->to_enemy_tower + + pCard->to_enemy_wall + pCard->to_enemy_wall2 + + pCard->to_enemy_buildings + pCard->to_enemy_buildings2 >= enemy->wall_height + enemy->tower_height) + card_power += 9999; + + if ( (pCard->to_player_tower2 + pCard->to_pl_enm_tower2 + pCard->to_player_tower + pCard->to_pl_enm_tower + player->tower_height) + >= max_tower_height ) + card_power += 9999; + + return card_power; +} + +//----- (00408BB4) -------------------------------------------------------- +bool OpponentsAITurn(int player_num) +{ + int all_player_cards_count; // eax@9 + int random_card_slot; // edi@9 + ArcomageCard *v12; // ecx@20 + int v56; // ecx@141 + int v57; // edx@141 +// int v64; // eax@169 +// ArcomageCard *pCard; // ecx@169 +// char v66; // dl@169 +// char v67; // dl@173 +// int v68; // edx@174 + int v132; // [sp-14h] [bp-14h]@0 + ArcomagePlayer *enemy; // [sp-10h] [bp-10h]@5 + ArcomagePlayer *player; // [sp-Ch] [bp-Ch]@5 + + byte_4FAA00 = 1; + if ( opponent_mastery == 0) + { + if ( need_to_discard_card == 0 ) //am_byte_4FAA77 + { + for(int i = 0; i < 10; ++i ) + { + all_player_cards_count = GetPlayerHandCardCount(player_num); + random_card_slot = rand_interval(0, all_player_cards_count - 1); + if ( CanCardBePlayed(player_num, random_card_slot) ) + return PlayCard(player_num, random_card_slot); + } + } + all_player_cards_count = GetPlayerHandCardCount(player_num); + random_card_slot= rand_interval(0, all_player_cards_count - 1); + return DiscardCard(player_num, random_card_slot); + } + else if (( opponent_mastery == 1 )|| ( opponent_mastery == 2 )) + { + player = &am_Players[player_num]; + enemy = &am_Players[(player_num + 1) % 2]; + all_player_cards_count = GetPlayerHandCardCount(player_num); + for(int i = 0; i < 10 ; ++i ) + { + if ( i >= all_player_cards_count ) + { + cards_power[i].slot_index = -1; + cards_power[i].card_power = -9999; + } + else + { + cards_power[i].slot_index = i; + cards_power[i].card_power = 0; + } + } + for(int i = 0; i < all_player_cards_count ; ++i ) + { + v12 = &pCards[am_Players[player_num].cards_at_hand[cards_power[i].slot_index]]; + cards_power[i].card_power = CalculateCardPower(player, enemy, v12, opponent_mastery-1); + } + + for (int j = all_player_cards_count - 1; j >= 0; --j ) + { + for (int m = 0; m < j; ++m ) + { + if ( cards_power[m].card_power < cards_power[m + 1].card_power ) + { + v56 = cards_power[m].slot_index; + v57 = cards_power[m].card_power; + cards_power[m].slot_index = cards_power[m + 1].slot_index; + cards_power[m].card_power = cards_power[m + 1].card_power; + cards_power[m + 1].slot_index = cards_power[m].slot_index; + cards_power[m + 1].card_power = cards_power[m].card_power; + } + } + } + if ( need_to_discard_card ) + { + for ( int i = all_player_cards_count - 1; i; --i ) + { + if ( pCards[am_Players[player_num].cards_at_hand[cards_power[i].slot_index]].can_be_discarded ) + v132 = cards_power[i].slot_index; + } + } + else + { + for ( int i = all_player_cards_count - 1; i; --i ) + { + if ( pCards[am_Players[player_num].cards_at_hand[cards_power[i].slot_index]].can_be_discarded ) + v132 = cards_power[i].slot_index; + } + for ( int i = 0; i < all_player_cards_count - 1; ++i ) + { + if ( CanCardBePlayed(player_num, cards_power[i].slot_index) && cards_power[i].card_power ) + return PlayCard(player_num, cards_power[i].slot_index); + } + } + return DiscardCard(player_num, v132); + } + return true;//result != 0; +} + +//----- (00409E6A) -------------------------------------------------------- +void ArcomageGame::Loop() +{ + while ( !pArcomageGame->GameOver ) + { + pArcomageGame->field_F6 = 1; + byte_4FAA24 = 1; + IncreaseResourcesInTurn(current_player_num); +//LABEL_8: + while ( byte_4FAA24 ) + { + played_card_id = -1; + GetNextCardFromDeck(current_player_num); + while ( 1 ) + { + byte_4FAA24 = PlayerTurn(current_player_num); + if (GetPlayerHandCardCount(current_player_num) <= minimum_cards_at_hand) + { + need_to_discard_card = 0; + break; + } + need_to_discard_card = 1; + if (pArcomageGame->field_F4) + break; + } + } + pArcomageGame->GameOver = IsGameOver(); + if ( !pArcomageGame->GameOver ) + TurnChange(); + if ( pArcomageGame->field_F4 ) + pArcomageGame->GameOver = 1; + } + GameResultsApply(); + if ( am_gameover ) + dword_4FAA70 = 0; + else + dword_4FAA70 = -1; + + for( int i = 0; i < 10; ++i ) + { + array_4FABD0[i].field_40->Clear(1, 1); + array_4FABD0[i].field_40->Free(); + } + + pArcomageGame->pGameBackground.Release(); + pArcomageGame->pSprites.Release(); + pArcomageGame->bGameInProgress = false; + viewparams->bRedrawGameUI = true; + if ( pMovie_Track ) + BackToHouseMenu(); + for( int i = 0; i < 12; ++i ) + pSoundList->UnloadSound(am_sounds[i], 1); +} + +//----- (00409FE9) -------------------------------------------------------- +void SetStartGameData() +{ + signed int j; // edx@7 + int card_id_counter; // edx@13 + signed int i; // ecx@13 + signed int card_dispenser_counter; // eax@13 + + current_player_num = am_default_starting_player; + SetStartConditions(); + for( i = 0; i < 2; ++i ) + { + if ( i ) + { + strcpy(am_Players[1].pPlayerName, pArcomageGame->pPlayer2Name); + if ( byte_4E185C ) + am_Players[1].IsHisTurn = 0; + else + am_Players[1].IsHisTurn = 1; + } + else + { + strcpy(am_Players[0].pPlayerName, pArcomageGame->pPlayer1Name); + am_Players[0].IsHisTurn = 1; + } + am_Players[i].tower_height = start_tower_height; + am_Players[i].wall_height = start_wall_height; + am_Players[i].quarry_level = start_quarry_level; + am_Players[i].magic_level = start_magic_level; + am_Players[i].zoo_level = start_zoo_level; + am_Players[i].resource_bricks = start_bricks_amount; + am_Players[i].resource_gems = start_gems_amount; + am_Players[i].resource_beasts = start_beasts_amount; + + for ( j = 0; j < 10; ++j ) + { + am_Players[i].cards_at_hand[j] = -1; + if ( am_byte_4E185D ) + { + am_Players[i].card_shift[j].x = -1; + am_Players[i].card_shift[j].y = -1; + } + else + { + am_Players[i].card_shift[j].x = 0; + am_Players[i].card_shift[j].y = 0; + } + } + } + strcpy(deckMaster.name, "Master Deck"); + for ( i = 0, card_dispenser_counter = -2, card_id_counter = 0; i < DECK_SIZE; ++i, ++card_dispenser_counter) + { + deckMaster.cardsInUse[i] = 0; + deckMaster.cards_IDs[i] = card_id_counter; + switch ( card_dispenser_counter ) + { + case 0: + case 2: + case 6: + case 9: + case 13: + case 18: + case 23: + case 33: + case 36: + case 38: + case 44: + case 46: + case 52: + case 57: + case 69: + case 71: + case 75: + case 79: + case 81: + case 84: + case 89: + break; + default: + ++card_id_counter; + } + } + FillPlayerDeck(); +} + +//----- (0040A198) -------------------------------------------------------- +void FillPlayerDeck() + { + signed int m; + int rand_deck_pos; + char card_taken_flags[DECK_SIZE]; + int i,j; + + ArcomageGame::PlaySound(20); + memset(deckMaster.cardsInUse, 0,DECK_SIZE ); + memset(card_taken_flags, 0, DECK_SIZE); + + for ( i = 0; i < 2; ++i ) + { + for ( j = 0; j < 10; ++j ) + { + if ( am_Players[i].cards_at_hand[j] > -1 ) + { + for (m = 0; m<DECK_SIZE; ++m) + { + if (deckMaster.cards_IDs[m] == am_Players[i].cards_at_hand[j] && deckMaster.cardsInUse[m] == 0) + { + deckMaster.cardsInUse[m] = 1; + break; + } + } + } + } + } + + for ( i = 0; i < DECK_SIZE; ++i ) + { + do + rand_deck_pos = rand() % DECK_SIZE; + while (card_taken_flags[rand_deck_pos] == 1 ); + + card_taken_flags[rand_deck_pos]=1; + playDeck.cards_IDs[i] = deckMaster.cards_IDs[rand_deck_pos]; + playDeck.cardsInUse[i] = deckMaster.cardsInUse[rand_deck_pos]; + } + + deck_walk_index = 0; + amuint_4FABC4 = -1; + pArcomageGame->field_F6 = 1; + +} + +//----- (0040A255) -------------------------------------------------------- +void InitalHandsFill() +{ + for (int i = 0; i < minimum_cards_at_hand; ++i ) + { + GetNextCardFromDeck(0); + GetNextCardFromDeck(1); + } + pArcomageGame->field_F6 = 1; +} +// 4E1874: using guessed type int dword_4E1874; + +//----- (0040A283) -------------------------------------------------------- +void GetNextCardFromDeck( int player_num ) +{ + signed int deck_index; // eax@1 + int new_card_id; // edi@1 + signed int card_slot_indx; // eax@7 + + deck_index = deck_walk_index; + for(;;) + { + if ( deck_index >= DECK_SIZE ) + { + FillPlayerDeck(); + deck_index = deck_walk_index; + } + if ( !playDeck.cardsInUse[deck_index] ) + { + new_card_id = playDeck.cards_IDs[deck_index]; + ++deck_index; + deck_walk_index = deck_index; + break; + } + ++deck_index; + deck_walk_index = deck_index; + } + + ArcomageGame::PlaySound(21); + card_slot_indx = GetEmptyCardSlotIndex(player_num); + if ( card_slot_indx != -1 ) + { + amuint_4FAA4C = card_slot_indx; + am_Players[player_num].cards_at_hand[card_slot_indx] = new_card_id; + am_Players[player_num].card_shift[card_slot_indx].x = rand_interval(-4, 4); + am_Players[player_num].card_shift[card_slot_indx].y = rand_interval(-4, 4); + pArcomageGame->field_F6 = 1; + byte_4FAA2D = 1; + } +} + +//----- (0040A324) -------------------------------------------------------- +int GetEmptyCardSlotIndex( int player_num ) +{ + for ( int i = 0; i < 10; ++i ) + { + if (am_Players[player_num].cards_at_hand[i] == -1) + return i; + } + return -1; +} + +//----- (0040A346) -------------------------------------------------------- +void IncreaseResourcesInTurn(int player_num) +{ + am_Players[player_num].resource_bricks += quarry_bonus + am_Players[player_num].quarry_level; + am_Players[player_num].resource_gems += magic_bonus + am_Players[player_num].magic_level; + am_Players[player_num].resource_beasts += zoo_bonus + am_Players[player_num].zoo_level; +} + + +//----- (0040A383) -------------------------------------------------------- +void TurnChange() +{ + char player_name[64]; // [sp+4h] [bp-64h]@4 + // RECT v6; // [sp+44h] [bp-24h]@6 + ArcomageGame_stru1 v10; // [sp+54h] [bp-14h]@7 + POINT v11; // [sp+60h] [bp-8h]@4 + + if ( !pArcomageGame->field_F4 ) + { + if ( am_Players[0].IsHisTurn != 1 || am_Players[1].IsHisTurn != 1 ) + { + ++current_player_num; + am_byte_4FAA75 = 1; + if ( current_player_num >= 2 ) + current_player_num = 0; + } + else + { + //nullsub_1(); + // v11.x = 0; + // v11.y = 0; + strcpy(player_name, "The Next Player is: ");//"След" + // v0 = 0; + v11.y = 200; + v11.x = 320; // - 12 * v0 / 2; + am_DrawText(-1, player_name, &v11); + am_byte_4FAA75 = 1; + ++current_player_num; + if ( current_player_num >= 2 ) + current_player_num = 0; + strcpy(player_name, am_Players[current_player_num].pPlayerName); + // v4 = 0; + v11.y = 260; + v11.x = 320;// - 12 * v4 / 2; + am_DrawText(-1, player_name, &v11); + /* v6.left = 0; + v6.right = 640; + v6.top = 0; + v6.bottom = 480;*/ + //nullsub_1(); + pRenderer->Present(); + //nullsub_1(); + while ( 1 ) + { + while ( !ArcomageGame::MsgLoop(20, &v10) ) + ; + if ( v10.field_0 == 1 ) + { + if ( v10.field_4 ) + break; + //nullsub_1(); + continue; + } + if (( v10.field_0 > 4 ) && ( v10.field_0 <= 8 )) + break; + if ( v10.field_0 == 10 ) + { + pArcomageGame->field_F4 = 1; + byte_4FAA74 = 1; + break; + } + } + /* v11.x = 0; + v11.y = 0; + v6.left = 0; + v6.right = 640; + v6.top = 0; + v6.bottom = 480;*/ + //nullsub_1(); + pRenderer->Present(); + } + } +} + +//----- (0040A514) -------------------------------------------------------- +bool IsGameOver() +{ + bool result; // eax@1 + + result = false; + for( int i = 0; i < 2; ++i ) + { + if ( am_Players[i].tower_height <= 0 ) + result = true; + if ( am_Players[i].tower_height >= max_tower_height ) + result = true; + if ( am_Players[i].resource_bricks >= max_resources_amount + || am_Players[i].resource_gems >= max_resources_amount + || am_Players[i].resource_beasts >= max_resources_amount ) + result = true; + } + + return am_gameover = result; +} + +//----- (0040A560) -------------------------------------------------------- +char PlayerTurn( int player_num ) +{ +// int v1; // ebp@0 +// unsigned __int64 v2; // qax@3 + unsigned __int64 v3; // kr00_8@3 + +// int v5; // esi@67 +// char Dest[100]; // [sp+8h] [bp-A8h]@67 +// int v8; // [sp+6Ch] [bp-44h]@3 + RECT pSrcXYZW; // [sp+70h] [bp-40h]@75 +// int v10[4]; // [sp+80h] [bp-30h]@69 + POINT pTargetXY; // [sp+90h] [bp-20h]@75 + ArcomageGame_stru1 a2; // [sp+98h] [bp-18h]@8 + int animation_stage; // [sp+A4h] [bp-Ch]@1 +// char v15; // [sp+AEh] [bp-2h]@63 + bool break_loop; // [sp+AFh] [bp-1h]@1 + + uCardID = -1; + break_loop = false; + animation_stage = 20; + byte_4FAA00 = 0; + dword_4FAA68 = 0; + amuint_4FAA38 = 10; + amuint_4FAA34 = 5; + if ( amuint_4FAA4C != -1 ) + byte_4FAA2D = 1; + do + { + do + { + v3 = pEventTimer->Time() - pArcomageGame->event_timer_time; + } + while (v3 < 6); + pArcomageGame->event_timer_time = (unsigned int)pEventTimer->Time(); + if ( pArcomageGame->field_F4 ) + break_loop = true; + ArcomageGame::MsgLoop(0, &a2); + switch ( a2.field_0 ) + { + case 2: + if ( a2.field_4 == 129 && a2.field_8 == 1 ) + { + pAudioPlayer->StopChannels(-1, -1); + dword_4FAA68 = 0; + break_loop = true; + pArcomageGame->field_F4 = 1; + } + break; + case 9: + pArcomageGame->field_F6 = 1; + break; + case 10: + pAudioPlayer->StopChannels(-1, -1); + byte_4FAA74 = 1; + break_loop = true; + pArcomageGame->field_F4 = 1; + break; + } + + if (am_Players[current_player_num].IsHisTurn != 1 && + !byte_4FAA00 && !byte_4FAA2E && !byte_4FAA2D ) + { + if ( am_byte_4FAA75 ) + am_byte_4FAA76 = 1; + OpponentsAITurn(current_player_num); + byte_4FAA2E = 1; + } + if ( amuint_4FAA4C != -1 && amuint_4FAA38 > 10 ) + amuint_4FAA38 = 10; + if ( byte_4FAA2E || byte_4FAA2D ||am_Players[current_player_num].IsHisTurn != 1 ) + { + pArcomageGame->field_F6 = 1; + if ( byte_4FAA2D ) + { + --amuint_4FAA38; + if ( amuint_4FAA38 < 0 ) + { + byte_4FAA2D = 0; + amuint_4FAA38 = 10; + break_loop = false; + } + } + if ( byte_4FAA2E ) + { + --animation_stage; + if ( animation_stage < 0 ) + { + if ( dword_4FAA68 > 1 ) + { + --dword_4FAA68; + byte_4FAA00 = 0; + } + else + break_loop = true; + byte_4FAA2E = 0; + animation_stage = 20; + } + } + } + else + { + if ( need_to_discard_card ) + { + if ( a2.field_0 == 7 && DiscardCard(player_num, current_card_slot_index) ) + { + if ( am_byte_4FAA75 ) + am_byte_4FAA76 = 1; + if ( dword_4FAA64 > 0 ) + { + --dword_4FAA64; + need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand; + } + byte_4FAA2E = 1; + } + if ( a2.field_0 == 8 && DiscardCard(player_num, current_card_slot_index) ) + { + if ( am_byte_4FAA75 ) + am_byte_4FAA76 = 1; + if ( dword_4FAA64 > 0 ) + { + --dword_4FAA64; + need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand; + } + byte_4FAA2E = 1; + } + } + else + { + if ( a2.field_0 == 7 ) + { + if ( PlayCard(player_num, current_card_slot_index) ) + { + byte_4FAA2E = 1; + if ( am_byte_4FAA75 ) + am_byte_4FAA76 = 1; + } + } + if ( a2.field_0 == 8 ) + { + if ( DiscardCard(player_num, current_card_slot_index) ) + { + byte_4FAA2E = 1; + if ( am_byte_4FAA75 ) + am_byte_4FAA76 = 1; + } + } + } + } + //nullsub_1(); + //if ( false ) + //{ + // if ( !v15 ) + // { + // //nullsub_1(); + // v15 = 1; + // } + //} + //else + //{ + // v15 = 0; + // } + //if ( false ) + //{ + // //nullsub_1(); + // //nullsub_1(); + // // assert(false && "Invalid strcpy params"); + // // inv_strcpy(nullptr, Dest); + // v5 = 0;//unk::const_0(&unk_4E19FC, 0); + // //nullsub_1(); + // if ( v5 == 1 ) + // { + // pAudioPlayer->StopChannels(-1, -1); + // v16 = 1; + // pArcomageGame->field_F4 = 1; + // dword_4FAA68 = 0; + // } + // /*v10[0] = 0; + // v10[2] = 640; + // v10[1] = 0; + // v10[3] = 480;*/ + // //nullsub_1(); + //} + if ( dword_4FABB8 != DrawCardsRectangles(player_num) ) + { + dword_4FABB8 = DrawCardsRectangles(player_num); + pArcomageGame->field_F6 = 1; + } + if ( pArcomageGame->field_F6 ) + { + DrawGameUI(animation_stage); + DoBlt_Copy(pArcomageGame->pBackgroundPixels); + pArcomageGame->field_F6 = 0; + } + if ( pArcomageGame->field_F9 ) + { + pTargetXY.x = 0; + pTargetXY.y = 0; + pSrcXYZW.left = 0; + pSrcXYZW.right = window->GetWidth(); + pSrcXYZW.top = 0; + pSrcXYZW.bottom = window->GetHeight(); + am_BeginScene(pArcomageGame->pBackgroundPixels, -1, 1); + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2); + am_EndScene(); + DrawGameUI(animation_stage); + pRenderer->Present(); + pArcomageGame->field_F9 = 0; + } + } + while ( !break_loop ); + return dword_4FAA68 > 0; +} + + +//----- (0040A9AF) -------------------------------------------------------- +void DrawGameUI( int animation_stage ) +{ + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + DrawRectanglesForText(); + am_EndScene(); + + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + DrawCards();//рисуем карты + DrawPlayersTowers();//рисуем башню + DrawPlayersWall();//рисуем стену + DrawPlayersText();//рисуем текст + am_EndScene(); + + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + DrawCardAnimation(animation_stage); + + for( int i = 0; i < 10; ++i ) + { + if (array_4FABD0[i].have_effect) + array_4FABD0[i].field_40->DrawEffect(); + } + current_card_slot_index = DrawCardsRectangles(current_player_num); + DrawSparks(); + am_EndScene(); +} + +//----- (0040AA4E) -------------------------------------------------------- +void DrawSparks() +{ + int rgb_pixel_color; // [sp-4h] [bp-2Ch]@4 + unsigned int pixel_color; + + for ( int i = 0; i < 10; ++i ) + { + if(array_4FABD0[i].have_effect && (array_4FABD0[i].field_40->_40E2A7()==2)) + { + rgb_pixel_color = 0x0000FF00; + if ( !array_4FABD0[i].effect_sign ) + rgb_pixel_color = 0x000000FF; + pixel_color = R8G8B8_to_TargetFormat(rgb_pixel_color); + for( int j = 0; j < 150; ++j ) + { + if (array_4FABD0[i].effect_sparks[j].have_spark > 0) + { + if ( j%2 ) + DrawPixel(&array_4FABD0[i].effect_sparks[j].spark_position, pixel_color); + else + DrawSquare(&array_4FABD0[i].effect_sparks[j].spark_position, pixel_color); + } + } + } + } +} + +//----- (0040AB0A) -------------------------------------------------------- +void DrawRectanglesForText() +{ + RECT pSrcRect; // [sp+Ch] [bp-18h]@1 + POINT pTargetXY; // [sp+1Ch] [bp-8h]@1 + +//resources rectangles + pSrcRect.left = 765; + pSrcRect.top = 0; + pSrcRect.right = 843; + pSrcRect.bottom = 216; + + pTargetXY.x = 8; + pTargetXY.y = 56; + pRenderer->am_Blt_Copy(&pSrcRect, &pTargetXY, 2); + + pTargetXY.x = 555; + pTargetXY.y = 56; + pRenderer->am_Blt_Copy(&pSrcRect, &pTargetXY, 2); + + //players name rectangle + pSrcRect.left = 283; + pSrcRect.top = 166; + pSrcRect.right = 361; + pSrcRect.bottom = 190; + pTargetXY.x = 8; + pTargetXY.y = 13; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2); + + pTargetXY.x = 555; + pTargetXY.y = 13; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2); + + //tower height rectangle + pSrcRect.left = 234; + pSrcRect.top = 166; + pSrcRect.right = 283; + pSrcRect.bottom = 190; + pTargetXY.x = 100; + pTargetXY.y = 296; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2); + + pTargetXY.x = 492; + pTargetXY.y = 296; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2); + + //wall height rectangle + pSrcRect.left = 192; + pSrcRect.top = 166; + pSrcRect.right = 234; + pSrcRect.bottom = 190; + pTargetXY.x = 168; + pTargetXY.y = 296; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2); + + pTargetXY.x = 430; + pTargetXY.y = 296; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetXY, pArcomageGame->field_54, 2); +} + +//----- (0040AC5F) -------------------------------------------------------- +void DrawPlayersText() +{ + int res_value; // ecx@18 + char text_buff[32]; // [sp+Ch] [bp-28h]@2 + POINT text_position; // [sp+2Ch] [bp-8h]@2 + + if ( need_to_discard_card ) + { + strcpy(text_buff, pGlobalTXT_LocalizationStrings[266]);// DISCARD A CARD + text_position.x = 320 - pArcomageGame->pfntArrus->GetLineWidth(text_buff) / 2; + text_position.y = 306; + am_DrawText(-1, text_buff, &text_position); + } + strcpy( text_buff, am_Players[0].pPlayerName); + if ( !current_player_num ) + strcat(text_buff, "***"); + text_position.x = 47 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2; + text_position.y = 21; + am_DrawText(-1, text_buff, &text_position); + + strcpy(text_buff, am_Players[1].pPlayerName); + if ( current_player_num == 1 ) + strcat(text_buff, "***" ); + text_position.x = 595 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2; + text_position.y = 21; + am_DrawText(-1, text_buff, &text_position); + + am_IntToString(am_Players[0].tower_height, text_buff); + text_position.x = 123 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2; + text_position.y = 305; + am_DrawText(-1, text_buff, &text_position); + + am_IntToString(am_Players[1].tower_height, text_buff); + text_position.x = 515 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2; + text_position.y = 305; + am_DrawText(-1, text_buff, &text_position); + + am_IntToString(am_Players[0].wall_height, text_buff); + text_position.x = 188 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2; + text_position.y = 305; + am_DrawText(-1, text_buff, &text_position); + + am_IntToString(am_Players[1].wall_height, text_buff); + text_position.x = 451 - pArcomageGame->pfntComic->GetLineWidth(text_buff) / 2; + text_position.y = 305; + am_DrawText(-1, text_buff, &text_position); + + res_value = am_Players[0].quarry_level; + if ( use_start_bonus ) + res_value =am_Players[0].quarry_level + quarry_bonus; + am_IntToString(res_value, text_buff); + text_position.x = 14;// - 6 * 0 / 2; + text_position.y = 92; + DrawPlayerLevels(-1, text_buff, &text_position); + + res_value = am_Players[1].quarry_level; + if ( use_start_bonus ) + res_value = am_Players[1].quarry_level + quarry_bonus; + am_IntToString(res_value, text_buff); +// v2 = 0; + text_position.y = 92; + text_position.x = 561; //- 6 * v2 / 2; + DrawPlayerLevels(-1, text_buff, &text_position); + + res_value = am_Players[0].magic_level; + if ( use_start_bonus ) + res_value = am_Players[0].magic_level + magic_bonus; + am_IntToString(res_value, text_buff); + // v4 = 0; + text_position.y = 164; + text_position.x = 14; //- 6 * v4 / 2; + DrawPlayerLevels(-1, text_buff, &text_position); + + res_value = am_Players[1].magic_level; + if ( use_start_bonus ) + res_value = am_Players[1].magic_level + magic_bonus; + am_IntToString(res_value, text_buff); + // v6 = 0; + text_position.y = 164; + text_position.x = 561; //- 6 * v6 / 2; + DrawPlayerLevels(-1, text_buff, &text_position); + + res_value = am_Players[0].zoo_level; + if ( use_start_bonus ) + res_value = am_Players[0].zoo_level + zoo_bonus; + am_IntToString(res_value, text_buff); + // v8 = 0; + text_position.y = 236; + text_position.x = 14;// - 6 * v8 / 2; + DrawPlayerLevels(-1, text_buff, &text_position); + + res_value = am_Players[1].zoo_level; + if ( use_start_bonus ) + res_value = am_Players[1].zoo_level + zoo_bonus; + am_IntToString(res_value, text_buff); + // v10 = 0; + text_position.y = 236; + text_position.x = 561;// - 6 * v10 / 2; + DrawPlayerLevels(-1, text_buff, &text_position); + + am_IntToString(am_Players[0].resource_bricks, text_buff); + text_position.y = 114; + text_position.x = 10; + DrawBricksCount(-1, text_buff, &text_position); + + am_IntToString(am_Players[1].resource_bricks, text_buff); + text_position.x = 557; + text_position.y = 114; + DrawBricksCount(-1, text_buff, &text_position); + + am_IntToString(am_Players[0].resource_gems, text_buff); + text_position.x = 10; + text_position.y = 186; + DrawGemsCount(-1, text_buff, &text_position); + + am_IntToString(am_Players[1].resource_gems, text_buff); + text_position.x = 557; + text_position.y = 186; + DrawGemsCount(-1, text_buff, &text_position); + + am_IntToString(am_Players[0].resource_beasts, text_buff); + text_position.x = 10; + text_position.y = 258; + DrawBeastsCount(-1, text_buff, &text_position); + + am_IntToString(am_Players[1].resource_beasts, text_buff); + text_position.x = 557; + text_position.y = 258; + DrawBeastsCount(-1, text_buff, &text_position); +} + + +//----- (0040B102) -------------------------------------------------------- +void DrawPlayerLevels( int a1, char *text, POINT *pXY ) +{ + char *v3; // esi@1 + unsigned char test_char; // bl@2 + int v7; // eax@3 + RECT pSrcRect; + POINT pTargetPoint; + + v3 = text; + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + pTargetPoint.x = pXY->x; + pTargetPoint.y = pXY->y; + do + { + test_char = *v3; + ++v3; + if ( test_char ) + { + v7 = 22 * test_char; + pSrcRect.right = v7 - 842; + pSrcRect.left = v7 - 864; + pSrcRect.top = 190; + pSrcRect.bottom = 207; + pRenderer->am_Blt_Chroma(&pSrcRect, &pTargetPoint, pArcomageGame->field_54, 1); + pTargetPoint.x += 22; + } + } + while ( test_char!= 0 ); + am_EndScene(); +} + +//----- (0040B17E) -------------------------------------------------------- +void DrawBricksCount( int a1, char* text, POINT *pXY ) +{ + char *v3; // esi@1 + unsigned char test_char; // bl@2 + int v7; // eax@3 + RECT pSrcRect; + POINT pTargetPoint; + + v3 = text; + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + pTargetPoint.x = pXY->x; + pTargetPoint.y = pXY->y; + do + { + test_char = *v3; + ++v3; + if ( test_char ) + { + v7 = 13 * test_char; + pSrcRect.left = v7 - 370; + pSrcRect.right = v7 - 357; + pSrcRect.top = 128; + pSrcRect.bottom = 138; + pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2); + pTargetPoint.x += 13; + } + } + while ( test_char!= 0 ); + am_EndScene(); +} + +//----- (0040B1F3) -------------------------------------------------------- +void DrawGemsCount( int a1, char* text, POINT* pXY ) +{ + char *v3; // esi@1 + unsigned char test_char; // bl@2 + int v7; // eax@3 + RECT pSrcRect; + POINT pTargetPoint; + + v3 = text; + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + pTargetPoint.x = pXY->x; + pTargetPoint.y = pXY->y; + do + { + test_char = *v3; + ++v3; + if ( test_char ) + { + v7 = 13 * test_char; + pSrcRect.left = v7 - 370; + pSrcRect.right = v7 - 357; + pSrcRect.top = 138; + pSrcRect.bottom = 148; + pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2); + pTargetPoint.x += 13; + } + } + while ( test_char!= 0 ); + am_EndScene(); +} + +//----- (0040B268) -------------------------------------------------------- +void DrawBeastsCount( int a1, char *text, POINT *pXY ) +{ + char *v3; // esi@1 + unsigned char test_char; // bl@2 + int v7; // eax@3 + RECT pSrcRect; + POINT pTargetPoint; + + v3 = text; + am_BeginScene(pArcomageGame->pSpritesPixels, -1, 1); + pTargetPoint.x = pXY->x; + pTargetPoint.y = pXY->y; + do + { + test_char = *v3; + ++v3; + if ( test_char ) + { + v7 = 13 * test_char; + pSrcRect.left = v7 - 370; + pSrcRect.right = v7 - 357; + pSrcRect.top = 148; + pSrcRect.bottom = 158; + pRenderer->am_Blt_Copy(&pSrcRect, &pTargetPoint, 2); + pTargetPoint.x += 13; + } + } + while ( test_char!= 0 ); + am_EndScene(); +} + +//----- (0040B2DD) -------------------------------------------------------- +void DrawPlayersTowers() +{ + int tower_height; // eax@1 + int tower_top; // esi@3 + RECT pSrcXYZW; // [sp+0h] [bp-18h]@3 + POINT pTargetXY; // [sp+10h] [bp-8h]@3 + + tower_height= am_Players[0].tower_height; + if ( am_Players[0].tower_height > max_tower_height ) + tower_height = max_tower_height; + pSrcXYZW.top = 0; + pSrcXYZW.left = 892; + pSrcXYZW.right = 937; + tower_top = 200 * tower_height / max_tower_height; + pSrcXYZW.bottom = tower_top; + pTargetXY.x = 102; + pTargetXY.y = 297 - tower_top; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//стена башни + + pSrcXYZW.top = 0; + pSrcXYZW.left = 384; + pSrcXYZW.right = 452; + pSrcXYZW.bottom = 94; + pTargetXY.y = 203 - tower_top; + pTargetXY.x = 91; + pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2);//верхушка башни + + tower_height = am_Players[1].tower_height; + if (am_Players[1].tower_height > max_tower_height ) + tower_height = max_tower_height; + tower_top = 200 * tower_height / max_tower_height; + pSrcXYZW.top = 0; + pSrcXYZW.left = 892; + pSrcXYZW.right = 937; + pSrcXYZW.bottom = tower_top; + + pTargetXY.x = 494; + pTargetXY.y = 297 - tower_top; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2); + //draw tower up cone + pSrcXYZW.left = 384; + pSrcXYZW.right = 452; + pSrcXYZW.top = 94; + pSrcXYZW.bottom = 188; + + pTargetXY.x = 483; + pTargetXY.y = 203 - tower_top; + pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2); +} +// 4E1884: using guessed type int dword_4E1884; + +//----- (0040B400) -------------------------------------------------------- +void DrawPlayersWall() +{ + int v0; // eax@1 + int v1; // eax@4 +// LONG v2; // ecx@4 + int v3; // eax@5 + int v4; // eax@8 +// LONG v5; // esi@8 + RECT pSrcXYZW; // [sp+4h] [bp-18h]@4 + POINT pTargetXY; // [sp+14h] [bp-8h]@4 + + v0 = am_Players[0].wall_height; + + if ( am_Players[0].wall_height > 100 ) + v0 = 100; + + if ( am_Players[0].wall_height > 0 ) + { + pSrcXYZW.top = 0; + pSrcXYZW.left = 843; + v1 = 200 * v0 / 100; + pSrcXYZW.right = 867; + pSrcXYZW.bottom = v1; + pTargetXY.x = 177; + pTargetXY.y = 297 - v1; + pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2); + } + v3 = am_Players[1].wall_height; + if ( am_Players[1].wall_height > 100 ) + v3 = 100; + if ( am_Players[1].wall_height > 0 ) + { + pSrcXYZW.top = 0; + pSrcXYZW.left = 843; + v4 = 200 * v3 / 100; + pSrcXYZW.right = 867; + pSrcXYZW.bottom = v4; + pTargetXY.x = 439; + pTargetXY.y = 297 - v4; + pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2); + } +} + +//----- (0040B4B9) -------------------------------------------------------- +void DrawCards() +{ + int v0; // esi@1 +// char v1; // bl@1 + int v2; // edi@1 + //int v3; // edx@2 +// int v4; // eax@3 +// int v5; // ecx@3 +// int v6; // eax@3 + unsigned int v7; // ecx@4 +// int v8; // eax@16 +// int v9; // ecx@16 +// int v10; // eax@16 + signed int v11; // edi@18 +// signed int v12; // esi@20 +// int v13; // ecx@20 +// int v14; // eax@23 +// signed int v15; // eax@25 +// int v16; // ecx@25 +// POINT *v17; // esi@26 +// signed int v18; // eax@29 +// AcromageCardOnTable *v19; // ecx@29 +// int v20; // ecx@31 +// int v21; // [sp-4h] [bp-2Ch]@8 + RECT pSrcXYZW; // [sp+Ch] [bp-1Ch]@8 + POINT pTargetXY; // [sp+1Ch] [bp-Ch]@1 + int v24; // [sp+24h] [bp-4h]@1 + + v0 = GetPlayerHandCardCount(current_player_num); + pTargetXY.y = 327; + v24 = (window->GetWidth() - 96 * v0) / (v0 + 1); + pTargetXY.x = (window->GetWidth() - 96 * v0) / (v0 + 1); + for ( v2 = 0; v2 < v0; ++v2 ) + { + //v3 = current_player_num; + if ( am_byte_4E185D) + { + pTargetXY.x += am_Players[current_player_num].card_shift[v2].x; + pTargetXY.y += am_Players[current_player_num].card_shift[v2].y; + } + v7 = am_Players[current_player_num].cards_at_hand[v2]; + if ( am_Players[current_player_num].cards_at_hand[v2] == -1 ) + { + ++v0; + } + else if ( v2 != amuint_4FAA4C ) + { + if ( am_Players[current_player_num].IsHisTurn == 0 && byte_505881 == 0 ) + { + pSrcXYZW.left = 192; + pSrcXYZW.right = 288; + pSrcXYZW.top = 0; + pSrcXYZW.bottom = 128; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//рисуется оборотные стороны карт противника + pTargetXY.x += v24 + 96; + } + else + { + + pArcomageGame->GetCardRect(v7, &pSrcXYZW); + if (!CanCardBePlayed(current_player_num, v2)) + { + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0);//рисуются неактивные карты + pTargetXY.x += v24 + 96; + } + else + { + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//рисуются активные карты + pTargetXY.x += v24 + 96; + } + } + } + else + pTargetXY.x += v24 + 96; +//LABEL_15: + if ( am_byte_4E185D ) + { + pTargetXY.x -= am_Players[current_player_num].card_shift[v2].x; + pTargetXY.y -= am_Players[current_player_num].card_shift[v2].y; + } + } + + for ( v11 = 0; v11 < 10; ++v11 ) + { + if ( am_byte_4FAA76 == 0 ) + { + if ( shown_cards[v11].uCardId != -1 ) + { + pArcomageGame->GetCardRect(shown_cards[v11].uCardId, &pSrcXYZW); + pRenderer->am_Blt_Copy(&pSrcXYZW, &shown_cards[v11].field_18_point, 0); + } + if ( shown_cards[v11].field_4 != 0 ) + { + pTargetXY.x = shown_cards[v11].field_18_point.x + 12; + pTargetXY.y = shown_cards[v11].field_18_point.y + 40; + pSrcXYZW.left = 843; + pSrcXYZW.right = 916; + pSrcXYZW.top = 200; + pSrcXYZW.bottom = 216; + pRenderer->am_Blt_Chroma(&pSrcXYZW, &pTargetXY, pArcomageGame->field_54, 2); + } + } + else if ( amuint_4FAA34 <= 0 ) + { + if ( v11 == 9 ) + { + am_byte_4FAA76 = 0; + am_byte_4FAA75 = 0; + amuint_4FAA34 = 5; + } + if ( shown_cards[v11].uCardId != -1 ) + amuint_4FABC4 = shown_cards[v11].uCardId; + shown_cards[v11].uCardId = -1; + shown_cards[v11].field_18_point.x = shown_cards[v11].field_8.x; + shown_cards[v11].field_18_point.y = shown_cards[v11].field_8.y; + shown_cards[v11].field_4 = 0; + } + else + { + if ( shown_cards[v11].uCardId != -1 ) + { + shown_cards[v11].field_18_point.x += shown_cards[v11].field_10_xplus; + shown_cards[v11].field_18_point.y += shown_cards[v11].field_14_y_plus; + pArcomageGame->GetCardRect(shown_cards[v11].uCardId, &pSrcXYZW); + pRenderer->am_Blt_Copy(&pSrcXYZW, &shown_cards[v11].field_18_point, 0); + } + } + } + if ( am_byte_4FAA76 != 0 ) + --amuint_4FAA34; + pSrcXYZW.left = 192; + pSrcXYZW.right = 288; + pSrcXYZW.top = 0; + pSrcXYZW.bottom = 128; + pTargetXY.x = 120; + pTargetXY.y = 18; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0); +} + +//----- (0040B76F) -------------------------------------------------------- +void DrawCardAnimation( int animation_stage ) +{ + int v1; // eax@3 + int v2; // eax@3 +// int v3; // esi@4 + int v4; // eax@4 +// POINT *v5; // edx@6 +// RECT *v6; // ecx@6 + int v8; // eax@15 +// AcromageCardOnTable *v9; // ecx@15 +// int v10; // ecx@19 +// int v11; // eax@20 +// int v12; // ecx@20 +// int v13; // eax@20 +// unsigned int v14; // ecx@21 + double v15; // st7@22 +// POINT *v16; // edx@23 + int v17; // eax@32 + char v18; // zf@37 + int v19; // eax@41 +// int v20; // eax@46 +// int v21; // ecx@46 +// int v22; // eax@46 +// int v23; // [sp-4h] [bp-2Ch]@28 + RECT pSrcXYZW; // [sp+Ch] [bp-1Ch]@6 + POINT pTargetXY; // [sp+1Ch] [bp-Ch]@20 + int v26; // [sp+24h] [bp-4h]@1 + + v26 = animation_stage; + if ( amuint_4FAA4C != -1 ) + { + if ( amuint_4FAA38 >= 9 ) + { + am_uint_4FAA44_blt_xy.y = 18; + am_uint_4FAA44_blt_xy.x = 120; + v1 = GetPlayerHandCardCount(current_player_num); + v2 = (window->GetWidth() - 96 * v1) / v1 + 96; + if ( am_byte_4E185D ) + { + // v3 = 188 * current_player_num + 8 * amuint_4FAA4C; + // amuint_4FAA3C_blt_xy.x = (amuint_4FAA4C * v2 + *(am_Players[0].arr_6C[0] + v3) - 120) / 10; + amuint_4FAA3C_blt_xy.x=(amuint_4FAA4C * v2 + am_Players[current_player_num].card_shift[amuint_4FAA4C].x-120)/10; + v4 = (am_Players[current_player_num].card_shift[amuint_4FAA4C].y+309) /10;//(*(&am_Players[0].arr_6C[0][1] + v3) + 309) / 10; + } + else + { + amuint_4FAA3C_blt_xy.x = (amuint_4FAA4C * v2 - 120) / 10; + v4 = 30; + } + am_uint_4FAA44_blt_xy.y += v4; + am_uint_4FAA44_blt_xy.x += amuint_4FAA3C_blt_xy.x; + amuint_4FAA3C_blt_xy.y = v4; + pSrcXYZW.left = 192; + pSrcXYZW.top = 0; + pSrcXYZW.right = 288; + pSrcXYZW.bottom = 128; + pRenderer->am_Blt_Copy(&pSrcXYZW, &am_uint_4FAA44_blt_xy, 2); + } + else + { + pSrcXYZW.left = 192; + pSrcXYZW.top = 0; + pSrcXYZW.right = 288; + pSrcXYZW.bottom = 128; + am_uint_4FAA44_blt_xy.x += amuint_4FAA3C_blt_xy.x; + am_uint_4FAA44_blt_xy.y += amuint_4FAA3C_blt_xy.y; + pRenderer->am_Blt_Copy(&pSrcXYZW, &am_uint_4FAA44_blt_xy, 2); + if ( !amuint_4FAA38 ) + amuint_4FAA4C = -1; + } + } + if ( uCardID != -1 ) + { + if ( v26 <= 10 ) + { + if ( v26 == 10 ) + { + pArcomageGame->GetCardRect(uCardID, &pSrcXYZW); + // v8 = 0; + for ( v8 = 0; v8 < 10; ++v8 ) + { + if (shown_cards[v8].uCardId==-1) + { + shown_cards[v8].uCardId = uCardID; + shown_cards[v8].field_4 = 1; + break; + } + } + /* v9 = shown_cards; + while ( v9->uCardId != -1 ) + { + ++v9; + ++v8; + if ( v9 >= &dword_4FABB8 ) + goto LABEL_20; + } + v10 = v8; + shown_cards[v10].uCardId = uCardID; + shown_cards[v10].field_4 = 1;*/ +//LABEL_20: + pTargetXY.x = shown_cards[v8].field_8.x; + pTargetXY.y = shown_cards[v8].field_8.y; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0); + uCardID = -1; + } + } + else + { + pArcomageGame->GetCardRect(uCardID, &pSrcXYZW); + amuint_4FAA5C_blt_xy.x += amuint_4FAA54_blt_xy.x; + amuint_4FAA5C_blt_xy.y += amuint_4FAA54_blt_xy.y; + pRenderer->am_Blt_Copy(&pSrcXYZW, &amuint_4FAA5C_blt_xy, 0); + } + } + if ( played_card_id != -1 ) + { + v15 = v26; + if ( v15 > 15.0 ) + { + pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW); + amuint_4FAA5C_blt_xy.x += amuint_4FAA54_blt_xy.x; + amuint_4FAA5C_blt_xy.y += amuint_4FAA54_blt_xy.y; + pRenderer->am_Blt_Copy(&pSrcXYZW, &amuint_4FAA5C_blt_xy, 2); + return; + } + if ( v15 == 15.0 ) + { + ApplyCardToPlayer(current_player_num, played_card_id); + pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW); + pTargetXY.x = 272; + pTargetXY.y = 173; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2); + return; + } + if ( v15 == 5.0 ) + { + amuint_4FAA5C_blt_xy.x = 272; + amuint_4FAA5C_blt_xy.y = 173; + for ( v17 = 0; v17 < 10; ++v17 ) + { + if (shown_cards[v17].uCardId == -1) + break; + } + amuint_4FAA54_blt_xy.x = (shown_cards[v17].field_8.x - 272) / 5; + amuint_4FAA54_blt_xy.y = (shown_cards[v17].field_8.y - 173) / 5; + pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW); + pTargetXY.x = 272; + pTargetXY.y = 173; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2); + return; + } + if ( v15 >= 5.0 ) + v18 = v26 == 0; + else + { + v18 = v26 == 0; + if ( v26 > 0 ) + { + pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW); + amuint_4FAA5C_blt_xy.x += amuint_4FAA54_blt_xy.x; + amuint_4FAA5C_blt_xy.y += amuint_4FAA54_blt_xy.y; + pRenderer->am_Blt_Copy(&pSrcXYZW, &amuint_4FAA5C_blt_xy, 0); + return; + } + } + if ( !v18 ) + { + pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW); + pTargetXY.x = 272; + pTargetXY.y = 173; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2); + return; + } + pArcomageGame->GetCardRect(played_card_id, &pSrcXYZW); + for ( v19 = 0; v19 < 10; ++v19 ) + { + if (shown_cards[v19].uCardId == -1) + { + shown_cards[v19].uCardId = played_card_id; + break; + } + } + pTargetXY.x = shown_cards[v19].field_8.x; + pTargetXY.y = shown_cards[v19].field_8.y; + pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0); + played_card_id = -1; + } +} + +//----- (0040BB12) -------------------------------------------------------- +void ArcomageGame::GetCardRect(unsigned int uCardID, RECT *pCardRect) +{ + int v3; // edx@1 + int v4; // ecx@1 + + v3 = pCards[uCardID].slot % 10; + v4 = (pCards[uCardID].slot / 10 << 7) + 220; + pCardRect->top = v4; + pCardRect->left = 96 * v3; + pCardRect->bottom = v4 + 128; + pCardRect->right = 96 * v3 + 96; +} + +//----- (0040BB49) -------------------------------------------------------- +int GetPlayerHandCardCount( int player_num ) +{ + int card_count; // eax@1 + + card_count = 0; + for(int i=0; i<10; ++i) + { + if (am_Players[player_num].cards_at_hand[i]!=-1) + ++card_count; + } + return card_count; +} + +//----- (0040BB67) -------------------------------------------------------- +signed int DrawCardsRectangles( int player_num ) +{ + int v5; // eax@3 +// int i; // ecx@6 + int color; // ST00_4@19 + RECT pXYZW; // [sp+Ch] [bp-3Ch]@3 + stru273 v26; // [sp+1Ch] [bp-2Ch]@2 + __int32 var18; // [sp+30h] [bp-18h]@3 + int hand_index; // [sp+3Ch] [bp-Ch]@3 + +//__debugbreak(); // need do fix rectangle not fit to card + + if ( am_Players[player_num].IsHisTurn ) + { + if ( v26._40DD2F() ) + { + v5 = GetPlayerHandCardCount(player_num); + pXYZW.top = 327; + pXYZW.bottom = 455; + pXYZW.left = (window->GetWidth() - 96 * v5) / (v5 + 1); + var18 = pXYZW.left + 96; + pXYZW.right = pXYZW.left + 96; + for( hand_index = 0; hand_index < v5; hand_index++) + { + //for ( i = 0; i < 10; ++i ) + //{ + if (am_Players[player_num].cards_at_hand[hand_index] != -1 ) + { + //break; + //} + if ( am_byte_4E185D ) + { + pXYZW.left += am_Players[player_num].card_shift[hand_index].x; + pXYZW.right += am_Players[player_num].card_shift[hand_index].x; + pXYZW.top += am_Players[player_num].card_shift[hand_index].y; + pXYZW.bottom += am_Players[player_num].card_shift[hand_index].y; + } + if ( v26.Inside(&pXYZW) ) + { + if ( CanCardBePlayed(player_num, hand_index) ) + color = 0x00FFFFFF;//белый цвет + else + color = 0x000000FF;//красный цвет + DrawRect(&pXYZW, R8G8B8_to_TargetFormat(color), 0); + return hand_index; + } + DrawRect(&pXYZW, R8G8B8_to_TargetFormat(0), 0);//рамка чёрного цвета + if ( am_byte_4E185D ) + { + pXYZW.left -= am_Players[player_num].card_shift[hand_index].x; + pXYZW.right -= am_Players[player_num].card_shift[hand_index].x; + pXYZW.top -= am_Players[player_num].card_shift[hand_index].y; + pXYZW.bottom -= am_Players[player_num].card_shift[hand_index].y; + } + pXYZW.left += var18; + pXYZW.right += var18; + } + } + } + } + return -1; +} +// 4E185D: using guessed type char am_byte_4E185D; + +//----- (0040BCFB) -------------------------------------------------------- +bool DiscardCard( int player_num, signed int card_slot_index ) +{ + int v2; // esi@2 +// signed int v3; // edi@2 +// char *v4; // eax@2 +// int v5; // ecx@7 +// int v6; // ebx@7 +// int v7; // esi@8 + int v8; // eax@8 +// int v9; // esi@8 + int v10; // ecx@8 +// int v11; // eax@8 + int v12; // eax@8 +// signed int v13; // edx@9 +// unsigned int v14; // eax@12 +// char result; // al@12 + int i; + + if ( card_slot_index <= -1 ) + return false; + v2 = 0; + + for( i = 0; i < 10; ++i ) + { + if ( am_Players[player_num].cards_at_hand[i] != -1 ) + { + if ( card_slot_index == v2 ) + break; + ++v2; + } + } + + if ( pCards[am_Players[player_num].cards_at_hand[i]].can_be_discarded) + { + ArcomageGame::PlaySound(22); + v8 = GetPlayerHandCardCount(current_player_num); + v10 = am_Players[player_num].card_shift[i].x + (window->GetWidth() - 96 * v8) / (v8 + 1); + amuint_4FAA5C_blt_xy.x = v10; + amuint_4FAA5C_blt_xy.y = am_Players[player_num].card_shift[i].y + 327;//v11; + v12 = 0; + + if ( !am_byte_4FAA75 ) + { + for ( v12 = 0; v12 < 10; ++v12 ) + { + if (shown_cards[v12].uCardId == -1) + break; + } + } + pArcomageGame->field_F6 = 1; + amuint_4FAA54_blt_xy.x = (shown_cards[v12].field_8.x - v10) / 10; + amuint_4FAA54_blt_xy.y = (shown_cards[v12].field_8.y - 327) / 10; + uCardID = am_Players[player_num].cards_at_hand[i]; + am_Players[player_num].cards_at_hand[i] = -1; + need_to_discard_card = 0; + return true; + } + else + return false; +} + +//----- (0040BE0E) -------------------------------------------------------- +bool PlayCard( int player_num, int card_slot_num ) +{ +// int v3; // ebp@1 + int v4; // ecx@2 +// ArcomagePlayer *v5; // esi@2 + int card_index; // edi@2 +// int v7; // eax@2 +// int v8; // ebx@8 + int cards_at_hand; // eax@8 +// int v10; // ebx@8 +// int v11; // ebp@8 + int v12; // ecx@8 +// int v13; // eax@8 + ArcomageCard *pCard; // eax@8 +// int v15; // ecx@8 +// int v16; // ecx@8 + + if ( card_slot_num <= -1 ) + return false; + + v4 = 0; + for (card_index=0; card_index<10; ++card_index) + { + if ( am_Players[player_num].cards_at_hand[card_index] != -1 ) + { + if ( card_slot_num == v4 ) + break; + ++v4; + } + } + + if (CanCardBePlayed(player_num, card_index) ) + { + ArcomageGame::PlaySound(23); + cards_at_hand = GetPlayerHandCardCount(current_player_num); + pArcomageGame->field_F6 = 1; + v12 = am_Players[player_num].card_shift[card_index].x + + (window->GetWidth() - 96 * cards_at_hand) / (cards_at_hand + 1)+ + 96 * card_index ; + + // v13 = *(int *)((char *)&am_Players[0].arr_6C[0][1] + v10) + 327; + amuint_4FAA5C_blt_xy.x = v12;//v12; + amuint_4FAA5C_blt_xy.y = am_Players[player_num].card_shift[card_index].y + 327;//v13; + + amuint_4FAA54_blt_xy.x = (272 - v12) / 5; + amuint_4FAA54_blt_xy.y = -30; + + pCard = &pCards[am_Players[player_num].cards_at_hand[card_index]]; + am_Players[player_num].resource_bricks -= pCard->needed_bricks; + am_Players[player_num].resource_beasts -= pCard->needed_beasts; + am_Players[player_num].resource_gems -= pCard->needed_gems; + played_card_id = am_Players[player_num].cards_at_hand[card_index]; + am_Players[player_num].cards_at_hand[card_index] = -1; + return true; + } + else + return false; + +} + +//----- (0040BF15) -------------------------------------------------------- +bool CanCardBePlayed(int player_num, int hand_card_indx) +{ + bool result; // eax@1 + ArcomageCard *test_card; // ecx@1 + ArcomagePlayer *pPlayer; // esi@1 + + pPlayer = &am_Players[player_num]; + result = true; + test_card = &pCards[am_Players[player_num].cards_at_hand[hand_card_indx]]; + if ( test_card->needed_quarry_level > pPlayer->quarry_level ) + result = false; + if ( test_card->needed_magic_level > pPlayer->magic_level ) + result = false; + if ( test_card->needed_zoo_level > pPlayer->zoo_level ) + result = false; + if ( test_card->needed_bricks > pPlayer->resource_bricks ) + result = false; + if ( test_card->needed_gems > pPlayer->resource_gems ) + result = false; + if ( test_card->needed_beasts > pPlayer->resource_beasts ) + result = false; + return result; +} + +//----- (0040BF77) -------------------------------------------------------- +void ApplyCardToPlayer( int player_num, unsigned int uCardID ) + { + + +#define APPLY_TO_PLAYER( PLAYER, ENEMY,FIELD, VAL, RES )\ + if (VAL != 0) {\ + if (VAL == 99) {\ + if ( PLAYER->##FIELD < ENEMY->##FIELD ) {\ + PLAYER->##FIELD = ENEMY->##FIELD;\ + RES = ENEMY->##FIELD - PLAYER->##FIELD;\ + }\ + } else {\ + PLAYER->##FIELD += (signed int)(VAL);\ + if ( PLAYER->##FIELD<0 ) PLAYER->##FIELD= 0;\ + RES = (signed int)(VAL);\ + }\ + } + +#define APPLY_TO_ENEMY( PLAYER, ENEMY,FIELD, VAL, RES ) APPLY_TO_PLAYER(ENEMY, PLAYER, FIELD, VAL, RES) + +#define APPLY_TO_BOTH( PLAYER, ENEMY, FIELD, VAL, RES_P, RES_E ) \ + if ( VAL != 0) {\ + if ( VAL == 99 ) { \ + if ( PLAYER->##FIELD != ENEMY->##FIELD ) { \ + if ( PLAYER->##FIELD <= ENEMY->##FIELD ) { \ + PLAYER->##FIELD = ENEMY->##FIELD; \ + RES_P = ENEMY->##FIELD - PLAYER->##FIELD; \ + } else { \ + ENEMY->##FIELD = PLAYER->##FIELD; \ + RES_E = PLAYER->##FIELD - ENEMY->##FIELD; \ + } \ + }\ + } else { \ + PLAYER->##FIELD += (signed int)(VAL);\ + ENEMY->##FIELD += (signed int)(VAL); if (PLAYER->##FIELD < 0 ) {PLAYER->##FIELD = 0;} \ + if ( ENEMY->##FIELD < 0 ) {ENEMY->##FIELD = 0;} \ + RES_P = (signed int)(VAL); RES_E = (signed int)(VAL); \ + }\ + } + ArcomagePlayer *player; // esi@1 +// int v3; // eax@1 + ArcomagePlayer *enemy; // edi@1 +// int v5; // eax@2 +// char v6; // sf@2 +// unsigned __int8 v7; // of@2 +// int v8; // eax@3 +// int v9; // eax@4 +// char v10; // zf@5 +// int v11; // eax@8 +// unsigned __int8 v12; // zf@8 +// char v13; // sf@8 +// unsigned __int8 v14; // of@8 +// int v15; // eax@9 +// int v16; // eax@10 +// char v17; // zf@12 +// char v18; // al@15 +// int v19; // eax@16 +// int v20; // eax@17 +// int v21; // eax@22 +// int v22; // eax@23 + int v23; // eax@26 + signed int v24; // ebx@26 + int v103; + int v104; + + POINT v184; // [sp+Ch] [bp-64h]@488 + int enemy_num; // [sp+14h] [bp-5Ch]@1 + ArcomageCard *pCard; // [sp+18h] [bp-58h]@1 + int buildings_e; // [sp+1Ch] [bp-54h]@1 + int buildings_p; // [sp+20h] [bp-50h]@1 + int quarry_p; // [sp+28h] [bp-48h]@1 + int dmg_e; // [sp+2Ch] [bp-44h]@1 + int dmg_p; // [sp+30h] [bp-40h]@1 + int bricks_p; // [sp+34h] [bp-3Ch]@1 + int tower_e; // [sp+38h] [bp-38h]@1 + int tower_p; // [sp+3Ch] [bp-34h]@1 + int wall_e; // [sp+40h] [bp-30h]@1 + int wall_p; // [sp+44h] [bp-2Ch]@1 + int beasts_e; // [sp+48h] [bp-28h]@1 + int beasts_p; // [sp+4Ch] [bp-24h]@1 + int gems_e; // [sp+50h] [bp-20h]@1 + int gems_p; // [sp+54h] [bp-1Ch]@1 + int bricks_e; // [sp+58h] [bp-18h]@1 + int zoo_e; // [sp+5Ch] [bp-14h]@1 + int zoo_p; // [sp+60h] [bp-10h]@1 + int magic_e; // [sp+64h] [bp-Ch]@1 + int magic_p; // [sp+68h] [bp-8h]@1 + int quarry_e; // [sp+6Ch] [bp-4h]@1 + + quarry_p = 0; + magic_p = 0; + zoo_p = 0; + bricks_p = 0; + gems_p = 0; + beasts_p = 0; + wall_p = 0; + tower_p = 0; + buildings_p = 0; + dmg_p = 0; + quarry_e = 0; + magic_e = 0; + zoo_e = 0; + bricks_e = 0; + gems_e = 0; + beasts_e = 0; + wall_e = 0; + tower_e = 0; + buildings_e = 0; + dmg_e = 0; + + player = &am_Players[player_num]; + pCard = &pCards[uCardID]; + enemy_num = (player_num + 1) % 2; + enemy = &am_Players[enemy_num]; + switch ( pCard->compare_param ) + { + case 2: + if ( player->quarry_level < enemy->quarry_level )//если рудники < рудника врага + goto LABEL_26; + goto LABEL_231; + case 3: + if ( player->magic_level < enemy->magic_level ) + goto LABEL_26; + goto LABEL_231; + case 4: + if ( player->zoo_level < enemy->zoo_level )//если зверинец < зверинца врага + goto LABEL_26; + goto LABEL_231; + case 5: + if ( player->quarry_level == enemy->quarry_level ) + goto LABEL_26; + goto LABEL_231; + case 6: + if ( player->magic_level == enemy->magic_level ) + goto LABEL_26; + goto LABEL_231; + case 7: + if ( player->zoo_level == enemy->zoo_level ) + goto LABEL_26; + goto LABEL_231; + case 8: + if ( player->quarry_level < enemy->quarry_level ) + goto LABEL_26; + goto LABEL_231; + case 9: + if ( player->magic_level < enemy->magic_level ) + goto LABEL_26; + goto LABEL_231; + case 10: + if ( player->zoo_level < enemy->zoo_level ) + goto LABEL_26; + goto LABEL_231; + case 11: + if ( !player->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 12: + if ( player->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 13: + if ( !enemy->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 14: + if ( enemy->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 15: + if ( player->wall_height < enemy->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 16: + if ( player->tower_height < enemy->tower_height ) + goto LABEL_26; + goto LABEL_231; + case 17: + if ( player->wall_height == enemy->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 18: + if ( player->tower_height == enemy->tower_height ) + goto LABEL_26; + goto LABEL_231; + case 19: + if ( player->wall_height < enemy->wall_height ) + goto LABEL_26; + goto LABEL_231; + case 20: + if ( player->tower_height < enemy->tower_height ) + goto LABEL_26; + goto LABEL_231; + default: +LABEL_26: + v23 = pCard->draw_extra_card_count; + v24 = 0; + dword_4FAA68 = v23 + (pCard->field_30 == 1); + dword_4FAA64 = v23; + if ( v23 > 0 ) + { + do + { + GetNextCardFromDeck(player_num); + ++v24; + } + while ( v24 < pCard->draw_extra_card_count ); + } + + need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand; + + APPLY_TO_PLAYER(player, enemy, quarry_level, pCard->to_player_quarry_lvl, quarry_p); + APPLY_TO_PLAYER(player, enemy, magic_level, pCard->to_player_magic_lvl, magic_p); + APPLY_TO_PLAYER(player, enemy, zoo_level, pCard->to_player_zoo_lvl, zoo_p); + APPLY_TO_PLAYER(player, enemy, resource_bricks, pCard->to_player_bricks, bricks_p); + APPLY_TO_PLAYER(player, enemy, resource_gems, pCard->to_player_gems, gems_p); + APPLY_TO_PLAYER(player, enemy, resource_beasts, pCard->to_player_beasts, beasts_p); + if ( pCard->to_player_buildings ) + { + dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_player_buildings); + buildings_p = (signed int)pCard->to_player_buildings - dmg_p; + } + APPLY_TO_PLAYER(player, enemy, wall_height, pCard->to_player_wall, wall_p); + APPLY_TO_PLAYER(player, enemy, tower_height, pCard->to_player_tower, tower_p); + + APPLY_TO_ENEMY(player, enemy, quarry_level, pCard->to_enemy_quarry_lvl, quarry_e); + APPLY_TO_ENEMY(player, enemy, magic_level, pCard->to_enemy_magic_lvl, magic_e); + APPLY_TO_ENEMY(player, enemy, zoo_level, pCard->to_enemy_zoo_lvl, zoo_e); + APPLY_TO_ENEMY(player, enemy, resource_bricks, pCard->to_enemy_bricks, bricks_e); + APPLY_TO_ENEMY(player, enemy, resource_gems, pCard->to_enemy_gems, gems_e); + APPLY_TO_ENEMY(player, enemy, resource_beasts, pCard->to_enemy_beasts, beasts_e); + if ( pCard->to_enemy_buildings ) + { + dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_enemy_buildings); + buildings_e = (signed int)pCard->to_enemy_buildings - dmg_e; + } + APPLY_TO_ENEMY(player, enemy, wall_height, pCard->to_enemy_wall, wall_e); + APPLY_TO_ENEMY(player, enemy, tower_height, pCard->to_enemy_tower, tower_e); + + APPLY_TO_BOTH(player, enemy, quarry_level, pCard->to_pl_enm_quarry_lvl, quarry_p, quarry_e); + APPLY_TO_BOTH(player, enemy, magic_level, pCard->to_pl_enm_magic_lvl, magic_p, magic_e); + APPLY_TO_BOTH(player, enemy, zoo_level, pCard->to_pl_enm_zoo_lvl, zoo_p, zoo_e); + APPLY_TO_BOTH(player, enemy, resource_bricks, pCard->to_pl_enm_bricks, bricks_p, bricks_e); + APPLY_TO_BOTH(player, enemy, resource_gems, pCard->to_pl_enm_gems, gems_p, gems_e); + APPLY_TO_BOTH(player, enemy, resource_beasts, pCard->to_pl_enm_beasts, beasts_p, beasts_e); + if ( pCard->to_pl_enm_buildings ) + { + dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_pl_enm_buildings); + dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_pl_enm_buildings); + buildings_p = (signed int)pCard->to_pl_enm_buildings - dmg_p; + buildings_e = (signed int)pCard->to_pl_enm_buildings - dmg_e; + } + APPLY_TO_BOTH(player, enemy, wall_height, pCard->to_pl_enm_wall, wall_p, wall_e); + APPLY_TO_BOTH(player, enemy, tower_height, pCard->to_pl_enm_tower, tower_p, tower_e); + break; + case 0: +LABEL_231: + v103 = pCard->can_draw_extra_card2; + v104 = 0; + dword_4FAA68 = v103 + (pCard->field_4D == 1); + dword_4FAA64 = v103; + if ( v103 > 0 ) + { + do + { + GetNextCardFromDeck(player_num); + ++v104; + } + while ( v104 < pCard->can_draw_extra_card2 ); + } + + need_to_discard_card = GetPlayerHandCardCount(player_num) > minimum_cards_at_hand; + + APPLY_TO_PLAYER(player, enemy, quarry_level, pCard->to_player_quarry_lvl2, quarry_p); + APPLY_TO_PLAYER(player, enemy, magic_level, pCard->to_player_magic_lvl2, magic_p); + APPLY_TO_PLAYER(player, enemy, zoo_level, pCard->to_player_zoo_lvl2, zoo_p); + APPLY_TO_PLAYER(player, enemy, resource_bricks, pCard->to_player_bricks2, bricks_p); + APPLY_TO_PLAYER(player, enemy, resource_gems, pCard->to_player_gems2, gems_p); + APPLY_TO_PLAYER(player, enemy, resource_beasts, pCard->to_player_beasts2, beasts_p); + if ( pCard->to_player_buildings2 ) + { + dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_player_buildings2); + buildings_p = (signed int)pCard->to_player_buildings2 - dmg_p; + } + APPLY_TO_PLAYER(player, enemy, wall_height, pCard->to_player_wall2, wall_p); + APPLY_TO_PLAYER(player, enemy, tower_height, pCard->to_player_tower2, tower_p); + + APPLY_TO_ENEMY(player, enemy, quarry_level, pCard->to_enemy_quarry_lvl2, quarry_e); + APPLY_TO_ENEMY(player, enemy, magic_level, pCard->to_enemy_magic_lvl2, magic_e); + APPLY_TO_ENEMY(player, enemy, zoo_level, pCard->to_enemy_zoo_lvl2, zoo_e); + APPLY_TO_ENEMY(player, enemy, resource_bricks, pCard->to_enemy_bricks2, bricks_e); + APPLY_TO_ENEMY(player, enemy, resource_gems, pCard->to_enemy_gems2, gems_e); + APPLY_TO_ENEMY(player, enemy, resource_beasts, pCard->to_enemy_beasts2, beasts_e); + if ( pCard->to_enemy_buildings2 ) + { + dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_enemy_buildings2); + buildings_e = (signed int)pCard->to_enemy_buildings2 - dmg_e; + } + APPLY_TO_ENEMY(player, enemy, wall_height, pCard->to_enemy_wall2, wall_e); + APPLY_TO_ENEMY(player, enemy, tower_height, pCard->to_enemy_tower2, tower_e); + + APPLY_TO_BOTH(player, enemy, quarry_level, pCard->to_pl_enm_quarry_lvl2, quarry_p, quarry_e); + APPLY_TO_BOTH(player, enemy, magic_level, pCard->to_pl_enm_magic_lvl2, magic_p, magic_e); + APPLY_TO_BOTH(player, enemy, zoo_level, pCard->to_pl_enm_zoo_lvl2, zoo_p, zoo_e); + APPLY_TO_BOTH(player, enemy, resource_bricks, pCard->to_pl_enm_bricks2, bricks_p, bricks_e); + APPLY_TO_BOTH(player, enemy, resource_gems, pCard->to_pl_enm_gems2, gems_p, gems_e); + APPLY_TO_BOTH(player, enemy, resource_beasts, pCard->to_pl_enm_beasts2, beasts_p, beasts_e); + + if ( pCard->to_pl_enm_buildings2 ) + { + dmg_p = ApplyDamageToBuildings(player_num, (signed int)pCard->to_pl_enm_buildings2); + dmg_e = ApplyDamageToBuildings(enemy_num, (signed int)pCard->to_pl_enm_buildings2); + buildings_p = (signed int)pCard->to_pl_enm_buildings2 - dmg_p; + buildings_e = (signed int)pCard->to_pl_enm_buildings2 - dmg_e; + } + APPLY_TO_BOTH(player, enemy, wall_height, pCard->to_pl_enm_wall2, wall_p, wall_e); + APPLY_TO_BOTH(player, enemy, tower_height, pCard->to_pl_enm_tower2, tower_p, tower_e); + break; + } + // } + if ( quarry_p > 0 || quarry_e > 0 ) + pArcomageGame->PlaySound(30); + if ( quarry_p < 0 || quarry_e < 0 ) + pArcomageGame->PlaySound(31); + if ( magic_p > 0 || magic_e > 0 ) + pArcomageGame->PlaySound(33); + if ( magic_p < 0 || magic_e < 0 ) + pArcomageGame->PlaySound(34); + if ( zoo_p > 0 || zoo_e > 0 ) + pArcomageGame->PlaySound(36); + if ( zoo_p < 0 || zoo_e < 0 ) + pArcomageGame->PlaySound(37); + if ( bricks_p > 0 || bricks_e > 0 ) + pArcomageGame->PlaySound(39); + if ( bricks_p < 0 || bricks_e < 0 ) + pArcomageGame->PlaySound(40); + if ( gems_p > 0 || gems_e > 0 ) + pArcomageGame->PlaySound(42); + if ( gems_p < 0 || gems_e < 0 ) + pArcomageGame->PlaySound(43); + if ( beasts_p > 0 || beasts_e > 0 ) + pArcomageGame->PlaySound(45u); + if ( beasts_p < 0 || beasts_e < 0 ) + pArcomageGame->PlaySound(46); + if ( buildings_p || buildings_e || dmg_p || dmg_e ) + pArcomageGame->PlaySound(48); + if ( wall_p > 0 || wall_e > 0 ) + pArcomageGame->PlaySound(49); + if ( wall_p < 0 || wall_e < 0 ) + pArcomageGame->PlaySound(50); + if ( tower_p > 0 || tower_e > 0 ) + pArcomageGame->PlaySound(52); + if ( tower_p < 0 || tower_e < 0 ) + pArcomageGame->PlaySound(53); + if ( player_num ) + { + if ( quarry_p ) + { + v184.x = 573; + v184.y = 92; + am_40D2B4(&v184, quarry_p); + } + if ( quarry_e ) + { + v184.x = 26; + v184.y = 92; + am_40D2B4(&v184, quarry_e); + } + if ( magic_p ) + { + v184.x = 573; + v184.y = 164; + am_40D2B4(&v184, magic_p); + } + if ( magic_e ) + { + v184.x = 26; + v184.y = 164; + am_40D2B4(&v184, magic_e); + } + if ( zoo_p ) + { + v184.x = 573; + v184.y = 236; + am_40D2B4(&v184, zoo_p); + } + if ( zoo_e ) + { + v184.x = 26; + v184.y = 236; + am_40D2B4(&v184, zoo_e); + } + if ( bricks_p ) + { + v184.x = 563; + v184.y = 114; + am_40D2B4(&v184, bricks_p); + } + if ( bricks_e ) + { + v184.x = 16; + v184.y = 114; + am_40D2B4(&v184, bricks_e); + } + if ( gems_p ) + { + v184.x = 563; + v184.y = 186; + am_40D2B4(&v184, gems_p); + } + if ( gems_e ) + { + v184.x = 16; + v184.y = 186; + am_40D2B4(&v184, gems_e); + } + if ( beasts_p ) + { + v184.x = 563; + v184.y = 258; + am_40D2B4(&v184, beasts_p); + } + if ( beasts_e ) + { + v184.x = 16; + v184.y = 258; + am_40D2B4(&v184, beasts_e); + } + if ( wall_p ) + { + v184.x = 442; + v184.y = 296; + am_40D2B4(&v184, wall_p); + } + if ( wall_e ) + { + v184.x = 180; + v184.y = 296; + am_40D2B4(&v184, wall_e); + } + if ( tower_p ) + { + v184.x = 514; + v184.y = 296; + am_40D2B4(&v184, tower_p); + } + if ( tower_e ) + { + v184.x = 122; + v184.y = 296; + am_40D2B4(&v184, tower_e); + } + if ( dmg_p ) + { + v184.x = 442; + v184.y = 296; + am_40D2B4(&v184, dmg_p); + } + if ( buildings_p ) + { + v184.x = 514; + v184.y = 296; + am_40D2B4(&v184, buildings_p); + } + if ( dmg_e ) + { + v184.x = 180; + v184.y = 296; + am_40D2B4(&v184, dmg_e); + } + if ( buildings_e ) + { + v184.x = 122; + v184.y = 296; + am_40D2B4(&v184, buildings_e); + } + } + else + { + if ( quarry_p ) + { + v184.x = 26; + v184.y = 92; + am_40D2B4(&v184, quarry_p); + } + if ( quarry_e ) + { + v184.x = 573; + v184.y = 92; + am_40D2B4(&v184, quarry_e); + } + if ( magic_p ) + { + v184.x = 26; + v184.y = 164; + am_40D2B4(&v184, magic_p); + } + if ( magic_e ) + { + v184.x = 573; + v184.y = 164; + am_40D2B4(&v184, magic_e); + } + if ( zoo_p ) + { + v184.x = 26; + v184.y = 236; + am_40D2B4(&v184, zoo_p); + } + if ( zoo_e ) + { + v184.x = 573; + v184.y = 236; + am_40D2B4(&v184, zoo_e); + } + if ( bricks_p ) + { + v184.x = 16; + v184.y = 114; + am_40D2B4(&v184, bricks_p); + } + if ( bricks_e ) + { + v184.x = 563; + v184.y = 114; + am_40D2B4(&v184, bricks_e); + } + if ( gems_p ) + { + v184.x = 16; + v184.y = 186; + am_40D2B4(&v184, gems_p); + } + if ( gems_e ) + { + v184.x = 563; + v184.y = 186; + am_40D2B4(&v184, gems_e); + } + if ( beasts_p ) + { + v184.x = 16; + v184.y = 258; + am_40D2B4(&v184, beasts_p); + } + if ( beasts_e ) + { + v184.x = 563; + v184.y = 258; + am_40D2B4(&v184, beasts_e); + } + if ( wall_p ) + { + v184.x = 180; + v184.y = 296; + am_40D2B4(&v184, wall_p); + } + if ( wall_e ) + { + v184.x = 442; + v184.y = 296; + am_40D2B4(&v184, wall_e); + } + if ( tower_p ) + { + v184.x = 122; + v184.y = 296; + am_40D2B4(&v184, tower_p); + } + if ( tower_e ) + { + v184.x = 514; + v184.y = 296; + am_40D2B4(&v184, tower_e); + } + if ( dmg_p ) + { + v184.x = 180; + v184.y = 296; + am_40D2B4(&v184, dmg_p); + } + if ( buildings_p ) + { + v184.x = 122; + v184.y = 296; + am_40D2B4(&v184, buildings_p); + } + if ( dmg_e ) + { + v184.x = 442; + v184.y = 296; + am_40D2B4(&v184, dmg_e); + } + if ( buildings_e ) + { + v184.x = 514; + v184.y = 296; + am_40D2B4(&v184, buildings_e); + } + } +#undef APPLY_TO_BOTH +#undef APPLY_TO_ENEMY +#undef APPLY_TO_PLAYER + +} + +//----- (0040D2B4) -------------------------------------------------------- +int am_40D2B4( POINT* startXY, int effect_value ) +{ + int v2; // ebp@1 +// POINT *v3; // edi@1 + int result; // eax@3 + int v6; + stru272_stru0 *v8; // ecx@12 + signed int v11; // [sp+10h] [bp-8h]@1 + + v11 = 0; + v2 = effect_value; + + while ( array_4FABD0[v11].have_effect )//Ritor1: needed refactoring + { + result = array_4FABD0[v11].field_40->_40E2A7(); + if ( !result ) + { + array_4FABD0[v11].have_effect = 0; + --v11; + } + ++v11; + if ( v11 >= 10 ) + return result; + } + v6 = v11; + array_4FABD0[v11].have_effect = 1; + if ( effect_value <= 0 ) + { + array_4FABD0[v6].effect_sign = 0; + effect_value = -effect_value; + } + else + array_4FABD0[v6].effect_sign = 1; + array_4FABD0[v6].field_4.effect_area.left = startXY->x - 20; + array_4FABD0[v6].field_4.effect_area.right = startXY->x + 20; + array_4FABD0[v6].field_4.effect_area.top = startXY->y - 20; + array_4FABD0[v6].field_4.effect_area.bottom = startXY->y + 20; + array_4FABD0[v6].field_4.field_10 = -60; + array_4FABD0[v6].field_4.field_14 = 60; + array_4FABD0[v6].field_4.field_18 = 180; + array_4FABD0[v6].field_4.field_1Cf = 0.5; + array_4FABD0[v6].field_4.field_20 = 150; + array_4FABD0[v6].field_4.field_24f= 50.0; + array_4FABD0[v6].field_4.field_28f = 3.0; + array_4FABD0[v6].field_4.field_2Cf = 8.0; + array_4FABD0[v6].field_4.field_30 = 5; + array_4FABD0[v6].field_4.field_34 = 15; + array_4FABD0[v6].field_4.sparks_array = &array_4FABD0[v6].effect_sparks[0]; + v8 = array_4FABD0[v6].field_40; + v8->StartFill(&array_4FABD0[v6].field_4); + if ( 10 * effect_value > 150 ) + effect_value = 15; + + if ( v8->signature != SIG_trpg ) + return 2; + if ( !v8->field_59 ) + return 3; + v8->position_in_sparks_arr = 10 * effect_value; + v8->field_30 = 0.0; + v8->field_58 = 0; + v8->field_44 = 0; + v8->field_4C = 0; + v8->field_48 = 0; + v8->field_50 = 0; + for (int i = 0; i < v8->field_4; ++i) + v8->field_54[i].have_spark = 0; + return 0; +} + +//----- (0040D402) -------------------------------------------------------- +int ApplyDamageToBuildings( int player_num, int damage ) +{ +// ArcomagePlayer *v2; // ecx@1 + int v3; // esi@1 + int result; // eax@3 + + v3 = am_Players[player_num].wall_height; + //if ( v3 <= 0 ) + result = 0; + //else + //{ + if ( v3 >= -damage ) + { + result = damage; + am_Players[player_num].wall_height += damage; + } + else + { + damage += v3; + result = -v3; + am_Players[player_num].wall_height = 0; + am_Players[player_num].tower_height += damage; + } + //} + if ( am_Players[player_num].tower_height < 0 ) + am_Players[player_num].tower_height = 0; + return result; +} +// 40D402: using guessed type int __fastcall am_40D402(uint, uint); + +//----- (0040D444) -------------------------------------------------------- +void GameResultsApply() +{ + int winner; // esi@1 + int victory_type; // edi@1 + int pl_resource; // edx@25 + int en_resource; // eax@28 + unsigned int tavern_num; // eax@54 +// char pText[64]; // [sp+Ch] [bp-48h]@1 +// POINT xy; // [sp+4Ch] [bp-8h]@1 + + winner = -1; + victory_type = -1; + //nullsub_1(); + /*strcpy(pText, "The Winner is: ");//"Победил: " Ritor1: архаизм + xy.y = 160; + xy.x = 320; //- 12 * v2 / 2; + am_DrawText(-1, pText, &xy);*/ + + //проверка построена ли башня + 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 + { + winner = 2;//победил игрок 2(враг) + victory_type = 0; + } + 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 + { + winner = 1;//победил игрок 1(мы) + victory_type = 0; + } + 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 + { + if ( am_Players[0].tower_height == am_Players[1].tower_height )//наши башни равны + { + winner = 0;//никто не победил + victory_type = 4;//ничья + } + else//наши башни не равны + { + winner = (am_Players[0].tower_height <= am_Players[1].tower_height) + 1;//победил тот, у кого выше + victory_type = 0; + } + } + + //проверка разрушена ли башня + if ( am_Players[0].tower_height <= 0 && am_Players[1].tower_height > 0 )//наша башня разрушена, а у врага нет + { + winner = 2;// победил игрок 2(враг) + victory_type = 2;//победил разрушив башню врага + } + else if ( am_Players[0].tower_height > 0 && am_Players[1].tower_height <= 0 )//у врага башня разрушена, а у нас нет + { + winner = 1;//победил игрок 1(мы) + victory_type = 2;//победил разрушив башню врага + } + else if ( am_Players[0].tower_height <= 0 && am_Players[1].tower_height <= 0 )//наша башня разрушена, и у врага разрушена + { + if ( am_Players[0].tower_height == am_Players[1].tower_height )//если башни равны + { + if ( am_Players[0].wall_height == am_Players[1].wall_height )//если стены равны + { + winner = 0; + victory_type = 4; + } + else//если стены не равны + { + winner = (am_Players[0].wall_height <= am_Players[1].wall_height) + 1;//победил тот, у кого стена выше + victory_type = 1;//победа когда больше стена при ничье + } + } + else//башни не равны + { + winner = (am_Players[0].tower_height <= am_Players[1].tower_height) + 1;// побеждает тот у кого башня больше + victory_type = 2;//победил разрушив башню врага + } + } + + //проверка набраны ли ресурсы + //проверка какого ресурса больше всего у игрока 1(нас) + pl_resource = am_Players[0].resource_bricks;//кирпичей больше чем др. ресурсов + if ( am_Players[0].resource_gems > am_Players[0].resource_bricks + && am_Players[0].resource_gems > am_Players[0].resource_beasts )//драг.камней больше всего + pl_resource = am_Players[0].resource_gems; + else if ( am_Players[0].resource_beasts > am_Players[0].resource_gems + && am_Players[0].resource_beasts > am_Players[0].resource_bricks )//зверей больше всего + pl_resource = am_Players[0].resource_beasts; + + //проверка какого ресурса больше у игрока 2(врага) + en_resource = am_Players[1].resource_bricks;//кирпичей больше чем др. ресурсов + if ( am_Players[1].resource_gems > am_Players[1].resource_bricks + && am_Players[1].resource_gems > am_Players[1].resource_beasts )//драг.камней больше всего + en_resource = am_Players[1].resource_gems; + else if ( am_Players[1].resource_beasts > am_Players[1].resource_gems + && am_Players[1].resource_beasts > am_Players[1].resource_bricks )//зверей больше всего + en_resource = am_Players[1].resource_beasts; + + //сравнение ресурсов игроков + if ( winner == -1 && victory_type == -1 )//нет победителя по башням + { + if ( pl_resource < max_resources_amount && en_resource >= max_resources_amount )//враг набрал нужное количество + { + winner = 2;// враг победил + victory_type = 3;//победа собрав нужное количество ресурсов + } + else if ( pl_resource >= max_resources_amount && en_resource < max_resources_amount )//мы набрали нужное количество + { + winner = 1;// мы победили + victory_type = 3;//победа собрав нужное количество ресурсов + } + else if ( pl_resource >= max_resources_amount && en_resource >= max_resources_amount )//и у нас и у врага нужное количество ресурсов + { + if ( pl_resource == en_resource )// ресурсы равны + { + winner = 0;//ресурсы равны + victory_type = 4; //ничья + } + else + { + winner = (pl_resource <= en_resource) + 1;//ресурсы не равны, побеждает тот у кого больше + victory_type = 3;//победа собрав нужное количество ресурсов + } + } + } + else if ( winner == 0 && victory_type == 4 )// при ничье по башням и стене + { + if ( pl_resource != en_resource )//ресурсы не равны + { + winner = (pl_resource <= en_resource) + 1;//победил тот у кого больше + victory_type = 5;//победа когда при ничье большее количество ресурсов + } + else //ресурсы равны + { + winner = 0;//нет победителя + victory_type = 4; //ничья + } + } + + //подведение итогов + pArcomageGame->Victory_type = victory_type; + pArcomageGame->uGameWinner = winner; + if ( winner == 1 )//победитель игрок 1(мы) + { + if (( window_SpeakInHouse->par1C >= 108 ) && ( window_SpeakInHouse->par1C <= 120 ))//таверны + { + if ( !pParty->pArcomageWins[window_SpeakInHouse->par1C - 108] ) + { + pParty->pArcomageWins[window_SpeakInHouse->par1C - 108] = 1; + pParty->PartyFindsGold(p2DEvents[ window_SpeakInHouse->par1C - 1].fPriceMultiplier * 100.0, 0);//вознаграждение + } + } + //проверка выполнен ли квест по аркомагу + tavern_num = 0; + for ( uint i = 108; i <= 120; ++i ) + { + if ( !pParty->pArcomageWins[i - 108] ) + break; + tavern_num++; + } + if ( tavern_num == 13 ) + _449B7E_toggle_bit(pParty->_quest_bits, 238, 1);// 238 - Won all Arcomage games + + for ( int i = 0; i < 4; ++i )//внесение записи в Заслуги + { + if ( !_449B57_test_bit(pParty->pPlayers[i]._achieved_awards_bits, 1) ) + _449B7E_toggle_bit(pParty->pPlayers[i]._achieved_awards_bits, PLAYER_GUILD_BITS__ARCOMAGE_WIN, 1); + } + ++pParty->uNumArcomageWins; + if ( pParty->uNumArcomageWins > 1000000 )//ограничение количества побед + pParty->uNumArcomageWins = 1000000; + } + else//проигрыш + { + for ( int i = 0; i < 4; ++i )//внесение записи в Заслуги + { + if ( !_449B57_test_bit(pParty->pPlayers[i]._achieved_awards_bits, 1) ) + _449B7E_toggle_bit(pParty->pPlayers[i]._achieved_awards_bits, PLAYER_GUILD_BITS__ARCOMAGE_LOSE, 1); + } + ++pParty->uNumArcomageLoses; + if ( pParty->uNumArcomageLoses > 1000000 )//ограничение количества проигрышей + pParty->uNumArcomageLoses = 1000000; + } +} + +//----- (00409C8B) -------------------------------------------------------- +void ArcomageGame::PrepareArcomage() +{ +// signed __int64 v1; // qax@4 + int v2; // esi@4 + int v3; // esi@5 + signed int v4; // edi@5 +// int v6; // edx@9 + RECT pXYZW; // [sp+8h] [bp-1Ch]@5 + POINT pXY; // [sp+18h] [bp-Ch]@5 + + pAudioPlayer->StopChannels(-1, -1); + strcpy(pArcomageGame->pPlayer1Name, Player1Name); + strcpy(pArcomageGame->pPlayer2Name, Player2Name); + am_byte_4FAA76 = 0; + am_byte_4FAA75 = 0; + + for (int i = 0; i < 10; ++i) + { + v2 = (i+1) % 4; + v3 = (i+1) / 4; + shown_cards[i].uCardId = -1; + shown_cards[i].field_4 = 0; + shown_cards[i].field_8.x = 100 * v2 + 120; + shown_cards[i].field_8.y = 138 * v3 + 18; + shown_cards[i].field_10_xplus = -100 * v2 / 5; + shown_cards[i].field_14_y_plus = -138 * v3 / 5; + shown_cards[i].field_18_point.x = shown_cards[i].field_8.x; + shown_cards[i].field_18_point.y = shown_cards[i].field_8.y; + } + + pXY.x = 0; + pXY.y = 0; + ArcomageGame::LoadBackground(); + pXYZW.left = 0; + pXYZW.right = window->GetWidth(); + pXYZW.top = 0; + pXYZW.bottom = window->GetHeight(); + am_BeginScene(pArcomageGame->pBackgroundPixels, -1, 1); + pRenderer->am_Blt_Copy(&pXYZW, &pXY, 2); + am_EndScene(); + pRenderer->Present(); + ArcomageGame::LoadSprites(); + pRenderer->Present(); + + v4 = 120; + for ( int i = 0; i < 12; ++i ) + am_sounds[i] = pSoundList->LoadSound(v4++, 0); + + for (int i = 0; i < 10; ++i) + array_4FABD0[i].field_40 = stru272_stru0::New(); + + current_card_slot_index = -1; + amuint_4FAA4C = -1; + byte_4FAA74 = 0; + pArcomageGame->field_F4 = 0; + am_gameover = false; + byte_505880 = 0; + dword_4FAA70 = 0; + need_to_discard_card = 0; + SetStartGameData(); + InitalHandsFill(); + //nullsub_1(); + pArcomageGame->GameOver = 0; + pArcomageGame->pfntComic = pFontComic; + pArcomageGame->pfntArrus = pFontArrus; +} + +//----- (0040D711) -------------------------------------------------------- +ArcomageGame::ArcomageGame() +{ + field_4 = 0; + //RGBTexture::RGBTexture(&this->pGameBackground); + //RGBTexture::RGBTexture(&v1->pSprites); + bGameInProgress = 0; + field_F9 = 0; +} + +//----- (00409BE8) -------------------------------------------------------- +void SetStartConditions() +{ + const ArcomageStartConditions *st_cond; // eax@1 + + st_cond = &start_conditions[window_SpeakInHouse->par1C - 108]; + start_tower_height = st_cond->tower_height; + start_wall_height = st_cond->wall_height; + start_quarry_level = st_cond->quarry_level - 1; + start_magic_level = st_cond->magic_level - 1; + start_zoo_level = st_cond->zoo_level - 1; + minimum_cards_at_hand = 5; + quarry_bonus = 1; + magic_bonus = 1; + zoo_bonus = 1; + max_tower_height = st_cond->max_tower; + max_resources_amount = st_cond->max_resources; + + opponent_mastery = st_cond->mastery_lvl; + + start_bricks_amount = st_cond->bricks_amount; + start_gems_amount = st_cond->gems_amount; + start_beasts_amount = st_cond->beasts_amount; +} + +//----- (0040D75D) -------------------------------------------------------- +void am_DrawText( int a1, const char *pText, POINT *pXY ) +{ + pPrimaryWindow->DrawText( pFontComic, pXY->x, pXY->y - ((pFontComic->uFontHeight - 3) / 2) + 3, 0, pText, 0, 0, 0); +} + +//----- (0040DB27) -------------------------------------------------------- +void DrawRect( RECT *pXYZW, unsigned __int16 uColor, char bSolidFill ) +{ + pRenderer->BeginScene(); + pRenderer->SetRasterClipRect(0, 0, window->GetWidth() - 1, window->GetHeight() - 1); + if ( bSolidFill ) + { + for ( int i = pXYZW->top; i <= pXYZW->bottom; ++i ) + pRenderer->RasterLine2D(pXYZW->left, i, pXYZW->right, i, uColor); + } + else + { + pRenderer->RasterLine2D(pXYZW->left, pXYZW->top, pXYZW->right, pXYZW->top, uColor); + pRenderer->RasterLine2D(pXYZW->right, pXYZW->top, pXYZW->right, pXYZW->bottom, uColor); + pRenderer->RasterLine2D(pXYZW->right, pXYZW->bottom, pXYZW->left, pXYZW->bottom, uColor); + pRenderer->RasterLine2D(pXYZW->left, pXYZW->bottom, pXYZW->left, pXYZW->top, uColor); + } + pRenderer->EndScene(); +} + +void DrawSquare( POINT *pTargetXY, unsigned __int16 uColor ) +{ + pRenderer->BeginScene(); + //if ( uNumSceneBegins ) + { + if ( pTargetXY->x >= 0 && pTargetXY->x <= window->GetWidth() - 1 + && pTargetXY->y >= 0 && pTargetXY->y <= window->GetHeight() - 1) + { + pRenderer->WritePixel16(pTargetXY->x, pTargetXY->y, uColor); + pRenderer->WritePixel16(pTargetXY->x + 1, pTargetXY->y, uColor); + pRenderer->WritePixel16(pTargetXY->x, pTargetXY->y + 1, uColor); + pRenderer->WritePixel16(pTargetXY->x + 1, pTargetXY->y + 1, uColor); + } + pRenderer->EndScene(); + } +} + +//----- (0040DBD3) -------------------------------------------------------- +void DrawPixel( POINT *pTargetXY, unsigned __int16 uColor ) +{ + pRenderer->BeginScene(); + //if ( pRenderer->uNumSceneBegins ) + { + if ( pTargetXY->x >= 0 && pTargetXY->x <= window->GetWidth() - 1 + && pTargetXY->y >= 0 && pTargetXY->y <= window->GetHeight() - 1) + { + pRenderer->WritePixel16(pTargetXY->x, pTargetXY->y, uColor); + /*int xVal = pTargetXY->x; + int yVal = pTargetXY->y; + if ( xVal >= 0 && xVal <= 639 && yVal >= 0 && yVal <= 479) + { + pRenderer->pTargetSurface[xVal + pRenderer->uTargetSurfacePitch * yVal] = uColor; + }*/ + } + pRenderer->EndScene(); + } +} + +//----- (0040DDB1) -------------------------------------------------------- +int rand_interval( int min, int max ) +{ + return min + rand() % (max - min + 1); +} + +//----- (0040DEC8) -------------------------------------------------------- +void __fastcall am_IntToString(int val, char *pOut) +{ + sprintfex(pOut, "%d", val); +} + +void set_stru1_field_8_InArcomage(int inValue) +{ + switch(inValue) + { + case 91:LOBYTE(pArcomageGame->stru1.field_8) = 123;break; + case 92:LOBYTE(pArcomageGame->stru1.field_8) = 124;break; + case 93:LOBYTE(pArcomageGame->stru1.field_8) = 125;break; + case 96:LOBYTE(pArcomageGame->stru1.field_8) = 126;break; + case 61:LOBYTE(pArcomageGame->stru1.field_8) = 43;break; + case 55:LOBYTE(pArcomageGame->stru1.field_8) = 38;break; + case 56:LOBYTE(pArcomageGame->stru1.field_8) = 42;break; + case 57:LOBYTE(pArcomageGame->stru1.field_8) = 40;break; + case 59:LOBYTE(pArcomageGame->stru1.field_8) = 58;break; + case 54:LOBYTE(pArcomageGame->stru1.field_8) = 94;break; + case 50:LOBYTE(pArcomageGame->stru1.field_8) = 64;break; + case 51:LOBYTE(pArcomageGame->stru1.field_8) = 35;break; + case 52:LOBYTE(pArcomageGame->stru1.field_8) = 36;break; + case 53:LOBYTE(pArcomageGame->stru1.field_8) = 37;break; + case 49:LOBYTE(pArcomageGame->stru1.field_8) = 33;break; + case 39:LOBYTE(pArcomageGame->stru1.field_8) = 34;break; + case 44:LOBYTE(pArcomageGame->stru1.field_8) = 60;break; + case 46:LOBYTE(pArcomageGame->stru1.field_8) = 62;break; + case 47:LOBYTE(pArcomageGame->stru1.field_8) = 63;break; + case 48:LOBYTE(pArcomageGame->stru1.field_8) = 41;break; + default:LOBYTE(pArcomageGame->stru1.field_8) = inValue;break; + } +} \ No newline at end of file