scummvm/engines/avalanche/nim.cpp

249 lines
6.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
*/
#include "avalanche/avalanche.h"
#include "avalanche/nim.h"
namespace Avalanche {
const char * const Nim::kNames[2] = {"Avalot", "Dogfood"};
Nim::Nim(AvalancheEngine *vm) {
_vm = vm;
resetVariables();
}
void Nim::resetVariables() {
_playedNim = 0;
_turns = 0;
_dogfoodsTurn = false;
_stonesLeft = 0;
_clicked = false;
_row = 0;
_number = 0;
_squeak = false;
_mNum = 0;
_mRow = 0;
for (int i = 0; i < 3; i++) {
_old[i] = 0;
_stones[i] = 0;
}
}
void Nim::synchronize(Common::Serializer &sz) {
if (sz.isLoading() && sz.getVersion() < 2)
return;
sz.syncAsByte(_playedNim);
}
void Nim::playNim() {
if (_vm->_wonNim) { // Already won the game.
_vm->_dialogs->displayScrollChain('Q', 6);
return;
}
if (!_vm->_askedDogfoodAboutNim) {
_vm->_dialogs->displayScrollChain('Q', 84);
return;
}
_vm->_dialogs->displayScrollChain('Q', 3);
_playedNim++;
_vm->_graphics->saveScreen();
_vm->fadeOut();
CursorMan.showMouse(false);
setup();
board();
CursorMan.showMouse(true);
do {
startMove();
if (_dogfoodsTurn)
dogFood();
else
takeSome();
_stones[_row] -= _number;
showChanges();
} while (_stonesLeft != 0);
endOfGame(); // Winning sequence is A1, B3, B1, C1, C1, btw.
_vm->fadeOut();
CursorMan.showMouse(false);
_vm->_graphics->restoreScreen();
_vm->_graphics->removeBackup();
CursorMan.showMouse(true);
_vm->fadeIn();
if (_dogfoodsTurn) {
// Dogfood won - as usual.
if (_playedNim == 1) // Your first game.
_vm->_dialogs->displayScrollChain('Q', 4); // Goody! Play me again?
else
_vm->_dialogs->displayScrollChain('Q', 5); // Oh, look at that! I've won again!
_vm->decreaseMoney(4); // And you've just lost 4d!
} else {
// You won - strange!
_vm->_dialogs->displayScrollChain('Q', 7);
_vm->_objects[kObjectLute - 1] = true;
_vm->refreshObjectList();
_vm->_wonNim = true;
_vm->_background->draw(-1, -1, 0); // Show the settle with no lute on it.
// 7 points for winning!
_vm->incScore(7);
}
if (_playedNim == 1) {
// 3 points for playing your 1st game.
_vm->incScore(3);
}
}
void Nim::chalk(int x, int y, Common::String text) {
const Color greys[] = { kColorBlack, kColorDarkgray, kColorLightgray, kColorWhite };
for (int i = 0; i < 4; i++) {
_vm->_graphics->drawNormalText(text, _vm->_font, 8, x - i, y, greys[i]);
_vm->_graphics->refreshScreen();
int freq = i * 100 * text.size();
if (freq == 0)
_vm->_system->delayMillis(3);
else
_vm->_sound->playNote(freq, 3);
_vm->_system->delayMillis(30);
}
}
void Nim::setup() {
_vm->fadeIn();
_vm->_graphics->loadNim();
_vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack);
// Upper left rectangle.
_vm->_graphics->drawRectangle(Common::Rect(10, 5, 381, 71), kColorRed);
_vm->_graphics->drawFilledRectangle(Common::Rect(11, 6, 380, 70), kColorBrown);
// Bottom right rectangle.
_vm->_graphics->drawRectangle(Common::Rect(394, 50, 635, 198), kColorRed);
_vm->_graphics->drawFilledRectangle(Common::Rect(395, 51, 634, 197), kColorBrown);
_vm->_graphics->drawNimLogo();
_vm->_graphics->drawNimInitials();
_vm->_graphics->drawNormalText("SCOREBOARD:", _vm->_font, 8, 475, 45, kColorWhite);
_vm->_graphics->drawNormalText("Turn:", _vm->_font, 8, 420, 55, kColorYellow);
_vm->_graphics->drawNormalText("Player:", _vm->_font, 8, 490, 55, kColorYellow);
_vm->_graphics->drawNormalText("Move:", _vm->_font, 8, 570, 55, kColorYellow);
chalk(27, 7, "Take pieces away with:");
chalk(77, 17, "1) the mouse (click leftmost)");
chalk(53, 27, "or 2) the keyboard:");
chalk(220, 27, Common::String(24) + '/' + 25 + ": choose row,");
chalk(164, 37, Common::String("+/- or ") + 27 + '/' + 26 + ": more/fewer,");
chalk(204, 47, "Enter: take stones.");
_vm->_graphics->refreshScreen();
for (int i = 0; i < 3; i++)
_stones[i] = i + 3;
_stonesLeft = 12;
_turns = 0;
_dogfoodsTurn = true;
_row = 1;
_number = 1;
for (int i = 0; i < 3; i++)
_old[i] = 0;
}
void Nim::board() {
for (int i = 0; i < 3; i++)
for (int j = 0; j < _stones[i]; j++)
_vm->_graphics->drawNimStone(64 + j * 7 * 8 + j * 8, 75 + i * 35);
// It's practically the body of the Pascal function "plotstone()", reimplemented.
// It's the only place where we use it, so there's no reason to keep it separated as a function.
_vm->_graphics->refreshScreen();
}
void Nim::startMove() {
_turns++;
Common::String turnsStr = Common::String::format("%d", _turns);
int y = 55 + _turns * 10;
_dogfoodsTurn = !_dogfoodsTurn;
chalk(433, y, turnsStr);
chalk(493, y, kNames[_dogfoodsTurn]);
for (int i = 0; i < 3; i++)
_old[i] = _stones[i];
}
void Nim::showChanges() {
warning("STUB: Nim::showChanges()");
}
void Nim::blip() {
warning("STUB: Nim::blip()");
}
void Nim::checkMouse() {
warning("STUB: Nim::checkMouse()");
}
void Nim::less() {
warning("STUB: Nim::less()");
}
void Nim::takeSome() {
warning("STUB: Nim::takeSome()");
}
void Nim::endOfGame() {
warning("STUB: Nim::endOfGame()");
}
void Nim::dogFood() {
warning("STUB: Nim::dogFood()");
}
bool Nim::find(byte x) {
warning("STUB: Nim::find()");
return true;
}
void Nim::findAp(byte start, byte stepsize) {
warning("STUB: Nim::findAp()");
}
} // End of namespace Avalanche