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3769 lines (3493 loc) · 119 KB
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#define _CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>
#define _CRT_SECURE_NO_WARNINGS
#include <string>
#include "mm7_unsorted_subs.h"
#include "Render.h"
#include "Arcomage.h"
#include "MediaPlayer.h"
#include "AudioPlayer.h"
#include "Mouse.h"
#include "Game.h"
#include "Viewport.h"
#include "Timer.h"
#include "GUIFont.h"
#include "Party.h"
#include "GUIWindow.h"
#include "Events2D.h"
#include "VectorTypes.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 ( v3 > 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);
}