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TSAGE: R2R - More renaming in scene 1337
This commit is contained in:
parent
43372da1a1
commit
dc0285041c
@ -2235,11 +2235,11 @@ void Scene1337::unkObj1337_1::synchronize(Serializer &s) {
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Scene1337::Scene1337() {
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_autoplay = false;
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_field3E24 = 0;
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_cardsAvailableNumb = 0;
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_field3E26 = 0;
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for (int i = 0; i < 100; i++)
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_field3E28[i] = 0;
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_availableCardsPile[i] = 0;
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_field423C = 0;
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_field423E = 0;
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@ -3105,7 +3105,7 @@ void Scene1337::Action3::signal() {
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_animatedCard._card.show();
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scene->_gameBoardSide[1]._handCard[0]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[1]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 1: {
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@ -3122,7 +3122,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[2]._handCard[0]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[2]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 2: {
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@ -3149,7 +3149,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[3]._handCard[0]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[3]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 3: {
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@ -3166,7 +3166,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[0]._handCard[0]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[0]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 4: {
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@ -3183,7 +3183,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[1]._handCard[1]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[1]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 5: {
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@ -3200,7 +3200,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[2]._handCard[1]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[2]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 6: {
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@ -3229,7 +3229,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[3]._handCard[1]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[3]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 7: {
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@ -3246,7 +3246,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[0]._handCard[1]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[0]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 8: {
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@ -3263,7 +3263,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[1]._handCard[2]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[1]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 9: {
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@ -3280,7 +3280,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[2]._handCard[2]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[2]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 10: {
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@ -3309,7 +3309,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[3]._handCard[2]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[3]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 11: {
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@ -3326,7 +3326,7 @@ void Scene1337::Action3::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &pt, this);
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scene->_gameBoardSide[0]._handCard[2]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_gameBoardSide[0]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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}
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break;
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case 12:
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@ -3348,8 +3348,8 @@ void Scene1337::Action3::signal() {
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scene->actionDisplay(1330, 0, 159, 10, 1, 200, 0, 7, 0, 154, 154);
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scene->subC20F9();
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} else if (_actionIndex >= 1) {
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scene->_field3E28[scene->_field3E24] = 0;
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scene->_field3E24--;
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scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
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scene->_cardsAvailableNumb--;
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}
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}
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@ -3359,7 +3359,7 @@ void Scene1337::Action4::signal() {
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switch (_actionIndex++) {
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case 0:
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if ((scene->_gameBoardSide[scene->_field423E]._handCard[0]._cardId == 0) && (scene->subC264B(scene->_gameBoardSide[scene->_field423E]._delayPile[0]._cardId))) {
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if (scene->_field3E24 < 0)
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if (scene->_cardsAvailableNumb < 0)
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scene->subC264B(scene->_gameBoardSide[scene->_field423E]._delayPile[0]._cardId);
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scene->_animatedCard._card.setPosition(Common::Point(162, 95), 0);
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scene->_animatedCard._card.show();
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@ -3368,11 +3368,11 @@ void Scene1337::Action4::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_field423E]._fieldB94, this);
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scene->_gameBoardSide[scene->_field423E]._handCard[0]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_field3E28[scene->_field3E24] = 0;
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scene->_field3E24--;
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scene->_gameBoardSide[scene->_field423E]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
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scene->_cardsAvailableNumb--;
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if (scene->_field3E24 < 0)
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if (scene->_cardsAvailableNumb < 0)
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scene->_background2.remove();
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} else {
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// Self call, forcing next actionIndex
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@ -3396,7 +3396,7 @@ void Scene1337::Action4::signal() {
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scene->_animatedCard._card.hide();
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if ((scene->_gameBoardSide[scene->_field423E]._handCard[0]._cardId == 0) && (scene->subC264B(scene->_gameBoardSide[scene->_field423E]._delayPile[0]._cardId == 0))) {
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if (scene->_field3E24 < 0)
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if (scene->_cardsAvailableNumb < 0)
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scene->shuffleCards();
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scene->_animatedCard._card.setPosition(Common::Point(162, 95));
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scene->_animatedCard._card.show();
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@ -3406,10 +3406,10 @@ void Scene1337::Action4::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_field423E]._fieldB98, this);
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scene->_gameBoardSide[scene->_field423E]._handCard[1]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_field3E28[scene->_field3E24] = 0;
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scene->_field3E24--;
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if (scene->_field3E24 < 0)
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scene->_gameBoardSide[scene->_field423E]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
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scene->_cardsAvailableNumb--;
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if (scene->_cardsAvailableNumb < 0)
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scene->_background2.remove();
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} else
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signal();
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@ -3431,7 +3431,7 @@ void Scene1337::Action4::signal() {
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scene->_animatedCard._card.hide();
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if ((scene->_gameBoardSide[scene->_field423E]._handCard[2]._cardId == 0) && (scene->subC264B(scene->_gameBoardSide[scene->_field423E]._delayPile[0]._cardId == 0))) {
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if (scene->_field3E24 < 0)
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if (scene->_cardsAvailableNumb < 0)
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scene->shuffleCards();
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scene->_animatedCard._card.setPosition(Common::Point(162, 95));
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scene->_animatedCard._card.show();
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@ -3441,10 +3441,10 @@ void Scene1337::Action4::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_field423E]._fieldB9C, this);
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scene->_gameBoardSide[scene->_field423E]._handCard[2]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_field3E28[scene->_field3E24] = 0;
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scene->_field3E24--;
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if (scene->_field3E24 < 0)
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scene->_gameBoardSide[scene->_field423E]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
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scene->_cardsAvailableNumb--;
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if (scene->_cardsAvailableNumb < 0)
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scene->_background2.remove();
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} else
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signal();
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@ -3466,7 +3466,7 @@ void Scene1337::Action4::signal() {
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scene->_animatedCard._card.hide();
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if ((scene->_gameBoardSide[scene->_field423E]._handCard[3]._cardId == 0) && (scene->subC264B(scene->_gameBoardSide[scene->_field423E]._delayPile[0]._cardId == 0))) {
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if (scene->_field3E24 < 0)
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if (scene->_cardsAvailableNumb < 0)
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scene->shuffleCards();
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scene->_animatedCard._card.setPosition(Common::Point(162, 95));
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scene->_animatedCard._card.show();
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@ -3476,10 +3476,10 @@ void Scene1337::Action4::signal() {
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NpcMover *mover = new NpcMover();
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scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_field423E]._fieldBA0, this);
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scene->_gameBoardSide[scene->_field423E]._handCard[3]._cardId = scene->_field3E28[scene->_field3E24];
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scene->_field3E28[scene->_field3E24] = 0;
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scene->_field3E24--;
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if (scene->_field3E24 < 0)
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scene->_gameBoardSide[scene->_field423E]._handCard[3]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
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scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
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scene->_cardsAvailableNumb--;
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if (scene->_cardsAvailableNumb < 0)
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scene->_background2.remove();
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} else
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signal();
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@ -3527,7 +3527,7 @@ void Scene1337::Action5::signal() {
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switch (_actionIndex++) {
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case 0: {
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scene->_field3E28[scene->_field3E26] = scene->_field3EF0->_cardId;
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scene->_availableCardsPile[scene->_field3E26] = scene->_field3EF0->_cardId;
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scene->_field3E26--;
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if (!g_globals->_sceneObjects->contains(&scene->_discardPile._card)) {
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scene->_discardPile._card.postInit();
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@ -3642,7 +3642,7 @@ void Scene1337::Action8::signal() {
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switch (_actionIndex++) {
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case 0: {
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scene->_field3E28[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_availableCardsPile[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_field3E26--;
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scene->_field3EF4->_cardId = scene->_field3EF0->_cardId;
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@ -3857,7 +3857,7 @@ void Scene1337::Action10::signal() {
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}
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}
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scene->_field3E28[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_availableCardsPile[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_field3E26--;
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scene->_field3EF4->_cardId = 0;
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scene->_field3EF4->_card.remove();
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@ -4122,7 +4122,7 @@ void Scene1337::Action12::signal() {
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signal();
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break;
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case 1: {
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scene->_field3E28[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_availableCardsPile[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_field3EF4->_cardId = scene->_field3EF0->_cardId;
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scene->_field3EF0->_cardId = 0;
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scene->_field3EF0->_card.remove();
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@ -4290,7 +4290,7 @@ void Scene1337::Action13::signal() {
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switch (_actionIndex++) {
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case 0: {
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scene->_field3E28[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_availableCardsPile[scene->_field3E26] = scene->_field3EF4->_cardId;
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scene->_field3E26--;
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scene->_field3EF4->_cardId = scene->_field3EF0->_cardId;
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@ -5387,108 +5387,108 @@ void Scene1337::subPostInit() {
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R2_GLOBALS._scenePalette.addRotation(224, 235, 1);
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_field3E28[0] = 1;
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_field3E28[1] = 1;
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_field3E28[2] = 1;
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_field3E28[3] = 1;
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_field3E28[4] = 1;
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_field3E28[5] = 1;
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_field3E28[6] = 1;
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_field3E28[7] = 1;
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_field3E28[8] = 26;
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_field3E28[9] = 2;
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_field3E28[10] = 2;
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_field3E28[11] = 2;
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_field3E28[12] = 2;
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_field3E28[13] = 2;
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_field3E28[14] = 26;
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_field3E28[15] = 3;
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_field3E28[16] = 3;
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_field3E28[17] = 3;
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_field3E28[18] = 3;
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_field3E28[19] = 3;
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_field3E28[20] = 28;
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_field3E28[21] = 4;
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_field3E28[22] = 4;
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_field3E28[23] = 4;
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_field3E28[24] = 4;
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_field3E28[25] = 4;
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_field3E28[26] = 28;
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_field3E28[27] = 5;
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_field3E28[28] = 5;
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_field3E28[29] = 5;
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_field3E28[30] = 5;
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_field3E28[31] = 5;
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_field3E28[32] = 30;
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_field3E28[33] = 6;
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_field3E28[34] = 6;
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_field3E28[35] = 6;
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_field3E28[36] = 6;
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_field3E28[37] = 6;
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_field3E28[38] = 30;
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_field3E28[39] = 7;
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_field3E28[40] = 7;
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_field3E28[41] = 7;
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_field3E28[42] = 7;
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_field3E28[43] = 7;
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_field3E28[44] = 32;
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_field3E28[45] = 8;
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_field3E28[46] = 8;
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_field3E28[47] = 8;
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_field3E28[48] = 8;
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_field3E28[49] = 8;
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_field3E28[50] = 32;
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_field3E28[51] = 9;
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_field3E28[52] = 9;
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_field3E28[53] = 9;
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_field3E28[54] = 9;
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_field3E28[55] = 9;
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_field3E28[56] = 10;
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_field3E28[57] = 11;
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_field3E28[58] = 12;
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_field3E28[59] = 13;
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_field3E28[60] = 13;
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_field3E28[61] = 14;
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_field3E28[62] = 15;
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_field3E28[63] = 16;
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_field3E28[64] = 17;
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_field3E28[65] = 18;
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_field3E28[66] = 19;
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_field3E28[67] = 20;
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_field3E28[68] = 21;
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_field3E28[69] = 26;
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_field3E28[70] = 28;
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_field3E28[71] = 24;
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_field3E28[72] = 25;
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_field3E28[73] = 25;
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_field3E28[74] = 25;
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_field3E28[75] = 25;
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_field3E28[76] = 26;
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_field3E28[77] = 26;
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_field3E28[78] = 26;
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_field3E28[79] = 27;
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_field3E28[80] = 27;
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_field3E28[81] = 28;
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_field3E28[82] = 28;
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_field3E28[83] = 28;
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_field3E28[84] = 29;
|
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_field3E28[85] = 29;
|
||||
_field3E28[86] = 29;
|
||||
_field3E28[87] = 30;
|
||||
_field3E28[88] = 30;
|
||||
_field3E28[89] = 30;
|
||||
_field3E28[90] = 30;
|
||||
_field3E28[91] = 32;
|
||||
_field3E28[92] = 1;
|
||||
_field3E28[93] = 32;
|
||||
_field3E28[94] = 32;
|
||||
_field3E28[95] = 32;
|
||||
_field3E28[96] = 1;
|
||||
_field3E28[97] = 1;
|
||||
_field3E28[98] = 1;
|
||||
_field3E28[99] = 0;
|
||||
_availableCardsPile[0] = 1;
|
||||
_availableCardsPile[1] = 1;
|
||||
_availableCardsPile[2] = 1;
|
||||
_availableCardsPile[3] = 1;
|
||||
_availableCardsPile[4] = 1;
|
||||
_availableCardsPile[5] = 1;
|
||||
_availableCardsPile[6] = 1;
|
||||
_availableCardsPile[7] = 1;
|
||||
_availableCardsPile[8] = 26;
|
||||
_availableCardsPile[9] = 2;
|
||||
_availableCardsPile[10] = 2;
|
||||
_availableCardsPile[11] = 2;
|
||||
_availableCardsPile[12] = 2;
|
||||
_availableCardsPile[13] = 2;
|
||||
_availableCardsPile[14] = 26;
|
||||
_availableCardsPile[15] = 3;
|
||||
_availableCardsPile[16] = 3;
|
||||
_availableCardsPile[17] = 3;
|
||||
_availableCardsPile[18] = 3;
|
||||
_availableCardsPile[19] = 3;
|
||||
_availableCardsPile[20] = 28;
|
||||
_availableCardsPile[21] = 4;
|
||||
_availableCardsPile[22] = 4;
|
||||
_availableCardsPile[23] = 4;
|
||||
_availableCardsPile[24] = 4;
|
||||
_availableCardsPile[25] = 4;
|
||||
_availableCardsPile[26] = 28;
|
||||
_availableCardsPile[27] = 5;
|
||||
_availableCardsPile[28] = 5;
|
||||
_availableCardsPile[29] = 5;
|
||||
_availableCardsPile[30] = 5;
|
||||
_availableCardsPile[31] = 5;
|
||||
_availableCardsPile[32] = 30;
|
||||
_availableCardsPile[33] = 6;
|
||||
_availableCardsPile[34] = 6;
|
||||
_availableCardsPile[35] = 6;
|
||||
_availableCardsPile[36] = 6;
|
||||
_availableCardsPile[37] = 6;
|
||||
_availableCardsPile[38] = 30;
|
||||
_availableCardsPile[39] = 7;
|
||||
_availableCardsPile[40] = 7;
|
||||
_availableCardsPile[41] = 7;
|
||||
_availableCardsPile[42] = 7;
|
||||
_availableCardsPile[43] = 7;
|
||||
_availableCardsPile[44] = 32;
|
||||
_availableCardsPile[45] = 8;
|
||||
_availableCardsPile[46] = 8;
|
||||
_availableCardsPile[47] = 8;
|
||||
_availableCardsPile[48] = 8;
|
||||
_availableCardsPile[49] = 8;
|
||||
_availableCardsPile[50] = 32;
|
||||
_availableCardsPile[51] = 9;
|
||||
_availableCardsPile[52] = 9;
|
||||
_availableCardsPile[53] = 9;
|
||||
_availableCardsPile[54] = 9;
|
||||
_availableCardsPile[55] = 9;
|
||||
_availableCardsPile[56] = 10;
|
||||
_availableCardsPile[57] = 11;
|
||||
_availableCardsPile[58] = 12;
|
||||
_availableCardsPile[59] = 13;
|
||||
_availableCardsPile[60] = 13;
|
||||
_availableCardsPile[61] = 14;
|
||||
_availableCardsPile[62] = 15;
|
||||
_availableCardsPile[63] = 16;
|
||||
_availableCardsPile[64] = 17;
|
||||
_availableCardsPile[65] = 18;
|
||||
_availableCardsPile[66] = 19;
|
||||
_availableCardsPile[67] = 20;
|
||||
_availableCardsPile[68] = 21;
|
||||
_availableCardsPile[69] = 26;
|
||||
_availableCardsPile[70] = 28;
|
||||
_availableCardsPile[71] = 24;
|
||||
_availableCardsPile[72] = 25;
|
||||
_availableCardsPile[73] = 25;
|
||||
_availableCardsPile[74] = 25;
|
||||
_availableCardsPile[75] = 25;
|
||||
_availableCardsPile[76] = 26;
|
||||
_availableCardsPile[77] = 26;
|
||||
_availableCardsPile[78] = 26;
|
||||
_availableCardsPile[79] = 27;
|
||||
_availableCardsPile[80] = 27;
|
||||
_availableCardsPile[81] = 28;
|
||||
_availableCardsPile[82] = 28;
|
||||
_availableCardsPile[83] = 28;
|
||||
_availableCardsPile[84] = 29;
|
||||
_availableCardsPile[85] = 29;
|
||||
_availableCardsPile[86] = 29;
|
||||
_availableCardsPile[87] = 30;
|
||||
_availableCardsPile[88] = 30;
|
||||
_availableCardsPile[89] = 30;
|
||||
_availableCardsPile[90] = 30;
|
||||
_availableCardsPile[91] = 32;
|
||||
_availableCardsPile[92] = 1;
|
||||
_availableCardsPile[93] = 32;
|
||||
_availableCardsPile[94] = 32;
|
||||
_availableCardsPile[95] = 32;
|
||||
_availableCardsPile[96] = 1;
|
||||
_availableCardsPile[97] = 1;
|
||||
_availableCardsPile[98] = 1;
|
||||
_availableCardsPile[99] = 0;
|
||||
|
||||
_field3E24 = 98;
|
||||
_cardsAvailableNumb = 98;
|
||||
_field3E26 = 98;
|
||||
|
||||
_discardPile._cardId = 0;
|
||||
@ -5537,7 +5537,7 @@ void Scene1337::suggestInstructions() {
|
||||
if (MessageDialog::show(NEED_INSTRUCTIONS, NO_MSG, YES_MSG) == 0) {
|
||||
if (R2_GLOBALS._v57709 == 0)
|
||||
subD18F5();
|
||||
subCCF26();
|
||||
firstShuffle();
|
||||
} else {
|
||||
if (R2_GLOBALS._v57709 == 0)
|
||||
subD18F5();
|
||||
@ -5552,35 +5552,35 @@ void Scene1337::displayInstructions() {
|
||||
void Scene1337::shuffleCards() {
|
||||
R2_GLOBALS._sceneObjects->draw();
|
||||
|
||||
// Remove holes in card pile
|
||||
for (int i = 0; i <= 98; i++) {
|
||||
if (_field3E28[i] == 0) {
|
||||
if (_availableCardsPile[i] == 0) {
|
||||
for (int j = i + 1; j <= 98; j ++) {
|
||||
if (_field3E28[j] != 0) {
|
||||
_field3E28[i] = _field3E28[j];
|
||||
_field3E28[j] = 0;
|
||||
if (_availableCardsPile[j] != 0) {
|
||||
_availableCardsPile[i] = _availableCardsPile[j];
|
||||
_availableCardsPile[j] = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the number of available cards
|
||||
for (int i = 0; i <= 99; i ++) {
|
||||
if (_field3E28[i] == 0) {
|
||||
_field3E24 = i - 1;
|
||||
if (_availableCardsPile[i] == 0) {
|
||||
// CHECKME: This will fail if i == 0, which shouldn't happen
|
||||
// as we don't shuffle cards when no card is available.
|
||||
_cardsAvailableNumb = i - 1;
|
||||
_field3E26 = 98;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// tmpVal is never modified in the original. It looks weird but it works: at the end, the cards are suffled!
|
||||
int tmpVal = 0;
|
||||
int randIndx;
|
||||
int swap;
|
||||
for (int i = 0; i < 2000; i ++) {
|
||||
randIndx = R2_GLOBALS._randomSource.getRandomNumber(_field3E24);
|
||||
swap = _field3E28[tmpVal];
|
||||
_field3E28[tmpVal] = _field3E28[randIndx];
|
||||
_field3E28[randIndx] = swap;
|
||||
int randIndx = R2_GLOBALS._randomSource.getRandomNumber(_cardsAvailableNumb);
|
||||
int swap = _availableCardsPile[0];
|
||||
_availableCardsPile[0] = _availableCardsPile[randIndx];
|
||||
_availableCardsPile[randIndx] = swap;
|
||||
}
|
||||
|
||||
_field423C = 0;
|
||||
@ -5598,7 +5598,7 @@ void Scene1337::shuffleCards() {
|
||||
}
|
||||
}
|
||||
|
||||
void Scene1337::subCCF26() {
|
||||
void Scene1337::firstShuffle() {
|
||||
_animatedCard._card._moveDiff = Common::Point(30, 30);
|
||||
shuffleCards();
|
||||
_item1.setAction(&_action3);
|
||||
|
@ -296,9 +296,9 @@ public:
|
||||
unkObj1337sub1 _item3;
|
||||
unkObj1337sub1 _item4;
|
||||
BackgroundSceneObject _background2;
|
||||
int _field3E24;
|
||||
int _cardsAvailableNumb;
|
||||
int _field3E26;
|
||||
int _field3E28[100];
|
||||
int _availableCardsPile[100];
|
||||
unkObj1337sub1 *_field3EF0;
|
||||
unkObj1337sub1 *_field3EF4;
|
||||
unkObj1337sub1 *_field3EF8;
|
||||
@ -360,7 +360,7 @@ public:
|
||||
void displayInstructions();
|
||||
void suggestInstructions();
|
||||
void shuffleCards();
|
||||
void subCCF26();
|
||||
void firstShuffle();
|
||||
void subCD193();
|
||||
void subCDB90(int arg1, Common::Point pt);
|
||||
void subCF31D();
|
||||
|
Loading…
x
Reference in New Issue
Block a user