Mercurial > mm7
view Arcomage.cpp @ 2465:b054ea5daf45
cleaning project part 3
author | zipi |
---|---|
date | Sun, 17 Aug 2014 20:23:06 +0100 |
parents | 104fdbea0386 |
children | e42e01ff1526 |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include <string> #include "Render.h" #include "Arcomage.h" #include "AudioPlayer.h" #include "Game.h" #include "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 ) break; need_to_discard_card = 1; if ( pArcomageGame->field_F4 ) goto LABEL_8; } need_to_discard_card = 0; } 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; goto LABEL_15; } 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; goto LABEL_15; } pArcomageGame->GetCardRect(v7, &pSrcXYZW); if ( !CanCardBePlayed(current_player_num, v2) ) { pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 0);//рисуются неактивные карты pTargetXY.x += v24 + 96; goto LABEL_15; } pRenderer->am_Blt_Copy(&pSrcXYZW, &pTargetXY, 2);//рисуются активные карты } 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; } }