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
line wrap: on
line diff
--- /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