/* 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 3 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, see .
*
*/
#include "graphics/cursorman.h"
#include "tsage/dialogs.h"
#include "tsage/tsage.h"
#include "tsage/staticres.h"
#include "tsage/ringworld2/ringworld2_outpost.h"
namespace TsAGE {
namespace Ringworld2 {
/*--------------------------------------------------------------------------
* Scene 1337 - Card game
*
*--------------------------------------------------------------------------*/
Scene1337::Card::Card() {
_cardId = 0;
_stationPos = Common::Point(0, 0);
}
void Scene1337::Card::synchronize(Serializer &s) {
_card.synchronize(s);
s.syncAsSint16LE(_cardId);
s.syncAsSint16LE(_stationPos.x);
s.syncAsSint16LE(_stationPos.y);
}
bool Scene1337::Card::isIn(Common::Point pt) {
if ((_stationPos.x > pt.x) || (_stationPos.x + 24 < pt.x))
return false;
if ((_stationPos.y > pt.y) || (_stationPos.y + 24 < pt.y))
return false;
return true;
}
Scene1337::GameBoardSide::GameBoardSide() {
_card1Pos = Common::Point(0, 0);
_card2Pos = Common::Point(0, 0);
_card3Pos = Common::Point(0, 0);
_card4Pos = Common::Point(0, 0);
_frameNum = 0;
}
void Scene1337::GameBoardSide::synchronize(Serializer &s) {
SceneHotspot::synchronize(s);
for (int i = 0; i < 4; i++)
_handCard[i].synchronize(s);
for (int i = 0; i < 8; i++)
_outpostStation[i].synchronize(s);
_delayCard.synchronize(s);
_emptyStationPos.synchronize(s);
s.syncAsSint16LE(_card1Pos.x);
s.syncAsSint16LE(_card1Pos.y);
s.syncAsSint16LE(_card2Pos.x);
s.syncAsSint16LE(_card2Pos.y);
s.syncAsSint16LE(_card3Pos.x);
s.syncAsSint16LE(_card3Pos.y);
s.syncAsSint16LE(_card4Pos.x);
s.syncAsSint16LE(_card4Pos.y);
s.syncAsSint16LE(_frameNum);
}
Scene1337::Scene1337() {
_autoplay = false;
_cardsAvailableNumb = 0;
_currentDiscardIndex = 0;
for (int i = 0; i < 100; i++)
_availableCardsPile[i] = 0;
_shuffleEndedFl = false;
_currentPlayerNumb = 0;
_actionPlayerIdx = 0;
_actionVictimIdx = 0;
_showPlayerTurn = false;
_displayHelpFl = false;
_winnerId = -1;
_instructionsDisplayedFl = false;
_instructionsWaitCount = 0;
_delayedFunction = nullptr;
_actionCard1 = nullptr;
_actionCard2 = nullptr;
_actionCard3 = nullptr;
_cursorCurRes = 0;
_cursorCurStrip = 0;
_cursorCurFrame = 0;
}
void Scene1337::synchronize(Serializer &s) {
_actionCard1->synchronize(s);
_actionCard2->synchronize(s);
_actionCard3->synchronize(s);
_animatedCard.synchronize(s);
_shuffleAnimation.synchronize(s);
_discardedPlatformCard.synchronize(s);
_selectedCard.synchronize(s);
_discardPile.synchronize(s);
_stockCard.synchronize(s);
_aSound1.synchronize(s);
_aSound2.synchronize(s);
_helpIcon.synchronize(s);
_stockPile.synchronize(s);
_actionItem.synchronize(s);
_currentPlayerArrow.synchronize(s);
for (int i = 0; i < 4; i++)
_gameBoardSide[i].synchronize(s);
for (int i = 0; i < 8; i++) {
_upperDisplayCard[i].synchronize(s);
_lowerDisplayCard[i].synchronize(s);
}
// TODO s.syncPointer(_delayedFunction);
s.syncAsByte(_autoplay);
s.syncAsByte(_shuffleEndedFl);
s.syncAsByte(_showPlayerTurn);
s.syncAsByte(_displayHelpFl);
s.syncAsByte(_instructionsDisplayedFl);
s.syncAsSint16LE(_currentDiscardIndex);
s.syncAsSint16LE(_cardsAvailableNumb);
s.syncAsSint16LE(_currentPlayerNumb);
s.syncAsSint16LE(_actionPlayerIdx);
s.syncAsSint16LE(_actionVictimIdx);
s.syncAsSint16LE(_winnerId);
s.syncAsSint16LE(_instructionsWaitCount);
s.syncAsSint16LE(_cursorCurRes);
s.syncAsSint16LE(_cursorCurStrip);
s.syncAsSint16LE(_cursorCurFrame);
for (int i = 0; i < 100; i++)
s.syncAsSint16LE(_availableCardsPile[i]);
}
void Scene1337::Action1337::waitFrames(int32 frameCount) {
uint32 firstFrameNumber = g_globals->_events.getFrameNumber();
uint32 curFrame = firstFrameNumber;
uint32 destFrame = firstFrameNumber + frameCount;
while ((curFrame < destFrame) && !g_vm->shouldQuit()) {
TsAGE::Event event;
g_globals->_events.getEvent(event);
curFrame = g_globals->_events.getFrameNumber();
}
// CHECKME: The original is calling _eventManager.waitEvent();
}
/**
* Display instructions
*/
void Scene1337::Action1::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 1: {
scene->actionDisplay(1331, 6, 159, 10, 1, 200, 0, 7, 0, 154, 154);
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1331, 7, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->actionDisplay(1331, 8, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_gameBoardSide[1]._outpostStation[0]._cardId = 2;
scene->_gameBoardSide[1]._outpostStation[0]._card.postInit();
scene->_gameBoardSide[1]._outpostStation[0]._card.setVisage(1332);
scene->_gameBoardSide[1]._outpostStation[0]._card.setPosition(scene->_gameBoardSide[1]._outpostStation[0]._stationPos, 0);
scene->_gameBoardSide[1]._outpostStation[0]._card.setStrip(2);
scene->_gameBoardSide[1]._outpostStation[0]._card.setFrame(scene->_gameBoardSide[1]._outpostStation[0]._cardId);
scene->_gameBoardSide[1]._outpostStation[0]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[1]._outpostStation[0]);
scene->_gameBoardSide[1]._outpostStation[1]._cardId = 3;
scene->_gameBoardSide[1]._outpostStation[1]._card.postInit();
scene->_gameBoardSide[1]._outpostStation[1]._card.setVisage(1332);
scene->_gameBoardSide[1]._outpostStation[1]._card.setPosition(scene->_gameBoardSide[1]._outpostStation[1]._stationPos, 0);
scene->_gameBoardSide[1]._outpostStation[1]._card.setStrip(2);
scene->_gameBoardSide[1]._outpostStation[1]._card.setFrame(scene->_gameBoardSide[1]._outpostStation[1]._cardId);
scene->_gameBoardSide[1]._outpostStation[1]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[1]._outpostStation[1]);
scene->_gameBoardSide[2]._outpostStation[0]._cardId = 4;
scene->_gameBoardSide[2]._outpostStation[0]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[0]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[0]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[0]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[0]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[0]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[0]._cardId);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[0]);
scene->_gameBoardSide[3]._outpostStation[0]._cardId = 5;
scene->_gameBoardSide[3]._outpostStation[0]._card.postInit();
scene->_gameBoardSide[3]._outpostStation[0]._card.setVisage(1332);
scene->_gameBoardSide[3]._outpostStation[0]._card.setPosition(scene->_gameBoardSide[3]._outpostStation[0]._stationPos, 0);
scene->_gameBoardSide[3]._outpostStation[0]._card.setStrip(2);
scene->_gameBoardSide[3]._outpostStation[0]._card.setFrame(scene->_gameBoardSide[3]._outpostStation[0]._cardId);
scene->_gameBoardSide[3]._outpostStation[0]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[3]._outpostStation[0]);
scene->_gameBoardSide[3]._outpostStation[1]._cardId = 6;
scene->_gameBoardSide[3]._outpostStation[1]._card.postInit();
scene->_gameBoardSide[3]._outpostStation[1]._card.setVisage(1332);
scene->_gameBoardSide[3]._outpostStation[1]._card.setPosition(scene->_gameBoardSide[3]._outpostStation[1]._stationPos, 0);
scene->_gameBoardSide[3]._outpostStation[1]._card.setStrip(2);
scene->_gameBoardSide[3]._outpostStation[1]._card.setFrame(scene->_gameBoardSide[3]._outpostStation[1]._cardId);
scene->_gameBoardSide[3]._outpostStation[1]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[3]._outpostStation[1]);
scene->_gameBoardSide[3]._outpostStation[2]._cardId = 7;
scene->_gameBoardSide[3]._outpostStation[2]._card.postInit();
scene->_gameBoardSide[3]._outpostStation[2]._card.setVisage(1332);
scene->_gameBoardSide[3]._outpostStation[2]._card.setPosition(scene->_gameBoardSide[3]._outpostStation[2]._stationPos, 0);
scene->_gameBoardSide[3]._outpostStation[2]._card.setStrip(2);
scene->_gameBoardSide[3]._outpostStation[2]._card.setFrame(scene->_gameBoardSide[3]._outpostStation[2]._cardId);
scene->_gameBoardSide[3]._outpostStation[2]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[3]._outpostStation[2]);
scene->_gameBoardSide[0]._outpostStation[0]._cardId = 8;
scene->_gameBoardSide[0]._outpostStation[0]._card.postInit();
scene->_gameBoardSide[0]._outpostStation[0]._card.setVisage(1332);
scene->_gameBoardSide[0]._outpostStation[0]._card.setPosition(scene->_gameBoardSide[0]._outpostStation[0]._stationPos, 0);
scene->_gameBoardSide[0]._outpostStation[0]._card.setStrip(2);
scene->_gameBoardSide[0]._outpostStation[0]._card.setFrame(scene->_gameBoardSide[0]._outpostStation[0]._cardId);
scene->_gameBoardSide[0]._outpostStation[0]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[0]._outpostStation[0]);
scene->_gameBoardSide[0]._outpostStation[1]._cardId = 9;
scene->_gameBoardSide[0]._outpostStation[1]._card.postInit();
scene->_gameBoardSide[0]._outpostStation[1]._card.setVisage(1332);
scene->_gameBoardSide[0]._outpostStation[1]._card.setPosition(scene->_gameBoardSide[0]._outpostStation[1]._stationPos, 0);
scene->_gameBoardSide[0]._outpostStation[1]._card.setStrip(2);
scene->_gameBoardSide[0]._outpostStation[1]._card.setFrame(scene->_gameBoardSide[0]._outpostStation[1]._cardId);
scene->_gameBoardSide[0]._outpostStation[1]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[0]._outpostStation[1]);
R2_GLOBALS._sceneObjects->draw();
waitFrames(60);
scene->actionDisplay(1331, 9, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_gameBoardSide[2]._outpostStation[1]._cardId = 2;
scene->_gameBoardSide[2]._outpostStation[1]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[1]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[1]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[1]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[1]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[1]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[1]._cardId);
scene->_gameBoardSide[2]._outpostStation[1]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[1]);
scene->_gameBoardSide[2]._outpostStation[2]._cardId = 3;
scene->_gameBoardSide[2]._outpostStation[2]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[2]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[2]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[2]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[2]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[2]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[2]._cardId);
scene->_gameBoardSide[2]._outpostStation[2]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[2]);
scene->_gameBoardSide[2]._outpostStation[3]._cardId = 5;
scene->_gameBoardSide[2]._outpostStation[3]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[3]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[3]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[3]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[3]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[3]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[3]._cardId);
scene->_gameBoardSide[2]._outpostStation[3]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[3]);
scene->_gameBoardSide[2]._outpostStation[4]._cardId = 6;
scene->_gameBoardSide[2]._outpostStation[4]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[4]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[4]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[4]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[4]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[4]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[4]._cardId);
scene->_gameBoardSide[2]._outpostStation[4]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[4]);
scene->_gameBoardSide[2]._outpostStation[5]._cardId = 7;
scene->_gameBoardSide[2]._outpostStation[5]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[5]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[5]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[5]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[5]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[5]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[5]._cardId);
scene->_gameBoardSide[2]._outpostStation[5]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[5]);
scene->_gameBoardSide[2]._outpostStation[6]._cardId = 8;
scene->_gameBoardSide[2]._outpostStation[6]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[6]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[6]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[6]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[6]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[6]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[6]._cardId);
scene->_gameBoardSide[2]._outpostStation[6]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[6]);
scene->_gameBoardSide[2]._outpostStation[7]._cardId = 9;
scene->_gameBoardSide[2]._outpostStation[7]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[7]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[7]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[7]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[7]._card.setStrip(2);
scene->_gameBoardSide[2]._outpostStation[7]._card.setFrame(scene->_gameBoardSide[2]._outpostStation[7]._cardId);
scene->_gameBoardSide[2]._outpostStation[7]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[7]);
scene->_aSound1.play(62);
R2_GLOBALS._sceneObjects->draw();
waitFrames(120);
scene->_gameBoardSide[2]._outpostStation[0]._card.remove();
scene->_gameBoardSide[2]._outpostStation[1]._card.remove();
scene->_gameBoardSide[2]._outpostStation[2]._card.remove();
scene->_gameBoardSide[2]._outpostStation[3]._card.remove();
scene->_gameBoardSide[2]._outpostStation[4]._card.remove();
scene->_gameBoardSide[2]._outpostStation[5]._card.remove();
scene->_gameBoardSide[2]._outpostStation[6]._card.remove();
scene->_gameBoardSide[2]._outpostStation[7]._card.remove();
scene->_gameBoardSide[1]._outpostStation[0]._card.remove();
scene->_gameBoardSide[1]._outpostStation[1]._card.remove();
scene->_gameBoardSide[3]._outpostStation[0]._card.remove();
scene->_gameBoardSide[3]._outpostStation[1]._card.remove();
scene->_gameBoardSide[3]._outpostStation[2]._card.remove();
scene->_gameBoardSide[0]._outpostStation[0]._card.remove();
scene->_gameBoardSide[0]._outpostStation[1]._card.remove();
scene->_stockPile.setup(1332, 5, 1);
scene->_stockPile.setPosition(Common::Point(162, 95));
scene->_stockPile.setPriority(110);
scene->_stockPile._effect = EFFECT_SHADED;
scene->_stockPile.show();
scene->_gameBoardSide[1]._handCard[0]._card.postInit();
scene->_gameBoardSide[1]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[1]._handCard[0]._card.setPosition(scene->_gameBoardSide[1]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[1]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[1]._handCard[0]._card.setFrame(4);
scene->_gameBoardSide[1]._handCard[0]._card.fixPriority(170);
scene->_gameBoardSide[1]._handCard[1]._card.postInit();
scene->_gameBoardSide[1]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[1]._handCard[1]._card.setPosition(scene->_gameBoardSide[1]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[1]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[1]._handCard[1]._card.setFrame(4);
scene->_gameBoardSide[1]._handCard[1]._card.fixPriority(170);
scene->_gameBoardSide[1]._handCard[2]._card.postInit();
scene->_gameBoardSide[1]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[1]._handCard[2]._card.setPosition(scene->_gameBoardSide[1]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[1]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[1]._handCard[2]._card.setFrame(4);
scene->_gameBoardSide[1]._handCard[2]._card.fixPriority(170);
scene->_gameBoardSide[2]._handCard[0]._cardId = 30;
scene->_gameBoardSide[2]._handCard[0]._card.postInit();
scene->_gameBoardSide[2]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[0]._card.setPosition(scene->_gameBoardSide[2]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[2]._handCard[0]._card.setFrame(2);
scene->_gameBoardSide[2]._handCard[0]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._handCard[0]);
scene->_gameBoardSide[2]._handCard[1]._cardId = 16;
scene->_gameBoardSide[2]._handCard[1]._card.postInit();
scene->_gameBoardSide[2]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[1]._card.setPosition(scene->_gameBoardSide[2]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[2]._handCard[1]._card.setFrame(2);
scene->_gameBoardSide[2]._handCard[1]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._handCard[1]);
scene->_gameBoardSide[2]._handCard[2]._cardId = 1;
scene->_gameBoardSide[2]._handCard[2]._card.postInit();
scene->_gameBoardSide[2]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[2]._card.setPosition(scene->_gameBoardSide[2]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[2]._handCard[2]._card.setFrame(2);
scene->_gameBoardSide[2]._handCard[2]._card.fixPriority(170);
scene->setAnimationInfo(&scene->_gameBoardSide[2]._handCard[2]);
scene->_gameBoardSide[3]._handCard[0]._card.postInit();
scene->_gameBoardSide[3]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[3]._handCard[0]._card.setPosition(scene->_gameBoardSide[3]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[3]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[3]._handCard[0]._card.setFrame(3);
scene->_gameBoardSide[3]._handCard[0]._card.fixPriority(170);
scene->_gameBoardSide[3]._handCard[1]._card.postInit();
scene->_gameBoardSide[3]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[3]._handCard[1]._card.setPosition(scene->_gameBoardSide[3]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[3]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[3]._handCard[1]._card.setFrame(3);
scene->_gameBoardSide[3]._handCard[1]._card.fixPriority(170);
scene->_gameBoardSide[3]._handCard[2]._card.postInit();
scene->_gameBoardSide[3]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[3]._handCard[2]._card.setPosition(scene->_gameBoardSide[3]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[3]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[3]._handCard[2]._card.setFrame(3);
scene->_gameBoardSide[3]._handCard[2]._card.fixPriority(170);
scene->_gameBoardSide[0]._handCard[0]._card.postInit();
scene->_gameBoardSide[0]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[0]._handCard[0]._card.setPosition(scene->_gameBoardSide[0]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[0]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[0]._handCard[0]._card.setFrame(2);
scene->_gameBoardSide[0]._handCard[0]._card.fixPriority(170);
scene->_gameBoardSide[0]._handCard[1]._card.postInit();
scene->_gameBoardSide[0]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[0]._handCard[1]._card.setPosition(scene->_gameBoardSide[0]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[0]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[0]._handCard[1]._card.setFrame(2);
scene->_gameBoardSide[0]._handCard[1]._card.fixPriority(170);
scene->_gameBoardSide[0]._handCard[2]._card.postInit();
scene->_gameBoardSide[0]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[0]._handCard[2]._card.setPosition(scene->_gameBoardSide[0]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[0]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[0]._handCard[2]._card.setFrame(2);
scene->_gameBoardSide[0]._handCard[2]._card.fixPriority(170);
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1331, 10, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_animatedCard._card.setPosition(Common::Point(162, 95), 0);
scene->_animatedCard._card.show();
scene->_aSound2.play(61);
Common::Point pt(91, 174);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
}
break;
case 2: {
scene->_gameBoardSide[2]._handCard[3]._cardId = 2;
scene->_gameBoardSide[2]._handCard[3]._card.postInit();
scene->_gameBoardSide[2]._handCard[3]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[3]._card.setPosition(scene->_gameBoardSide[2]._handCard[3]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[3]._card.setStrip(1);
scene->_gameBoardSide[2]._handCard[3]._card.setFrame(2);
scene->_gameBoardSide[2]._handCard[3]._card.fixPriority(170);
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_gameBoardSide[2]._handCard[3]);
R2_GLOBALS._sceneObjects->draw();
waitFrames(60);
scene->actionDisplay(1331, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->actionDisplay(1331, 12, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_gameBoardSide[2]._outpostStation[1]._cardId = 1;
scene->_gameBoardSide[2]._outpostStation[1]._card.postInit();
scene->_gameBoardSide[2]._outpostStation[1]._card.setVisage(1332);
scene->_gameBoardSide[2]._outpostStation[1]._card.setPosition(scene->_gameBoardSide[2]._outpostStation[1]._stationPos, 0);
scene->_gameBoardSide[2]._outpostStation[1]._card.hide();
scene->_animatedCard._card.setStrip(scene->_gameBoardSide[2]._handCard[2]._card._strip);
scene->_animatedCard._card.setFrame(scene->_gameBoardSide[2]._handCard[2]._card._frame);
scene->_animatedCard._card.animate(ANIM_MODE_NONE, NULL);
scene->_gameBoardSide[2]._handCard[2]._cardId = 0;
scene->_gameBoardSide[2]._handCard[2]._card.remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._handCard[2]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[2]._outpostStation[1]._stationPos, this);
}
break;
case 3: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[1]);
scene->_aSound1.play(59);
R2_GLOBALS._sceneObjects->draw();
waitFrames(60);
scene->actionDisplay(1331, 13, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_gameBoardSide[2]._outpostStation[1]._cardId = scene->_gameBoardSide[2]._handCard[3]._cardId;
scene->_animatedCard._card.setStrip(scene->_gameBoardSide[2]._handCard[3]._card._strip);
scene->_animatedCard._card.setFrame(scene->_gameBoardSide[2]._handCard[3]._card._frame);
scene->_gameBoardSide[2]._handCard[3]._cardId = 0;
scene->_gameBoardSide[2]._handCard[3]._card.remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._handCard[3]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[2]._outpostStation[1]._stationPos, this);
}
break;
case 4: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_gameBoardSide[2]._outpostStation[1]);
scene->_aSound1.play(59);
scene->_discardPile._cardId = 1;
scene->_discardPile._card.hide();
scene->_animatedCard._card.setStrip(5);
scene->_animatedCard._card.setFrame(1);
scene->_animatedCard._card.animate(ANIM_MODE_2, NULL);
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._outpostStation[1]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_discardPile._stationPos, this);
}
break;
case 5: {
scene->_animatedCard._card.hide();
scene->_discardPile._card.postInit();
scene->_discardPile._card.setVisage(1332);
scene->_discardPile._card.setPosition(scene->_discardPile._stationPos, 0);
scene->setAnimationInfo(&scene->_discardPile);
scene->_aSound2.play(61);
R2_GLOBALS._sceneObjects->draw();
waitFrames(60);
scene->actionDisplay(1331, 14, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_gameBoardSide[2]._delayCard._card.postInit();
scene->_gameBoardSide[2]._delayCard._card.setVisage(1332);
scene->_gameBoardSide[2]._delayCard._card.setPosition(scene->_gameBoardSide[2]._delayCard._stationPos, 0);
scene->_gameBoardSide[2]._delayCard._card.hide();
scene->_gameBoardSide[3]._handCard[2]._cardId = 0;
scene->_gameBoardSide[3]._handCard[2].remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[3]._handCard[2]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[2]._delayCard._stationPos, this);
}
break;
case 6: {
scene->_animatedCard._card.hide();
scene->_gameBoardSide[2]._delayCard._cardId = 21;
scene->setAnimationInfo(&scene->_gameBoardSide[2]._delayCard);
scene->_aSound1.play(57);
R2_GLOBALS._sceneObjects->draw();
waitFrames(60);
scene->actionDisplay(1331, 15, 159, 10, 1, 200, 0, 7, 0, 154, 154);
int tmpVal = 15;
int i = -1;
for (i = 0; i <= 7; i++) {
tmpVal += 29;
scene->_upperDisplayCard[i].postInit();
scene->_upperDisplayCard[i].setVisage(1332);
scene->_upperDisplayCard[i].setPosition(Common::Point(tmpVal, 90), 0);
scene->_upperDisplayCard[i].setStrip(3);
scene->_upperDisplayCard[i].fixPriority(190);
scene->_lowerDisplayCard[i].postInit();
scene->_lowerDisplayCard[i].setVisage(1332);
scene->_lowerDisplayCard[i].setPosition(Common::Point(tmpVal, 90), 0);
scene->_lowerDisplayCard[i].setStrip(7);
scene->_lowerDisplayCard[i].setFrame(1);
scene->_lowerDisplayCard[i].fixPriority(180);
}
scene->_upperDisplayCard[0].setFrame(1);
scene->_upperDisplayCard[1].setFrame(3);
scene->_upperDisplayCard[2].setFrame(6);
scene->_upperDisplayCard[3].setFrame(8);
scene->_upperDisplayCard[4].setFrame(9);
scene->_upperDisplayCard[5].setFrame(10);
scene->_upperDisplayCard[6].setFrame(11);
scene->_upperDisplayCard[7].setFrame(12);
R2_GLOBALS._sceneObjects->draw();
waitFrames(240);
scene->_upperDisplayCard[0].remove();
scene->_upperDisplayCard[1].remove();
scene->_upperDisplayCard[2].remove();
scene->_upperDisplayCard[3].remove();
scene->_upperDisplayCard[4].remove();
scene->_upperDisplayCard[5].remove();
scene->_upperDisplayCard[6].remove();
scene->_upperDisplayCard[7].remove();
scene->_lowerDisplayCard[0].remove();
scene->_lowerDisplayCard[1].remove();
scene->_lowerDisplayCard[2].remove();
scene->_lowerDisplayCard[3].remove();
scene->_lowerDisplayCard[4].remove();
scene->_lowerDisplayCard[5].remove();
scene->_lowerDisplayCard[6].remove();
scene->_lowerDisplayCard[7].remove();
scene->_discardPile._cardId = scene->_gameBoardSide[2]._delayCard._cardId;
scene->_gameBoardSide[2]._delayCard._cardId = 0;
scene->_gameBoardSide[2]._delayCard._card.remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._delayCard._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_discardPile._stationPos, this);
}
break;
case 7: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_discardPile);
scene->_aSound2.play(61);
R2_GLOBALS._sceneObjects->draw();
scene->_gameBoardSide[2]._delayCard._card.postInit();
scene->_gameBoardSide[2]._delayCard._card.setVisage(1332);
scene->_gameBoardSide[2]._delayCard._card.setPosition(scene->_gameBoardSide[2]._delayCard._stationPos, 0);
scene->_gameBoardSide[2]._delayCard._card.hide();
scene->_gameBoardSide[3]._handCard[1]._cardId = 0;
scene->_gameBoardSide[3]._handCard[1].remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[3]._handCard[1]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[2]._delayCard._stationPos, this);
}
break;
case 8: {
scene->_animatedCard._card.hide();
scene->_gameBoardSide[2]._delayCard._cardId = 14;
scene->setAnimationInfo(&scene->_gameBoardSide[2]._delayCard);
scene->_aSound1.play(57);
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1331, 16, 159, 10, 1, 200, 0, 7, 0, 154, 154);
int tmpVal = 72;
int i = -1;
for (i = 0; i <= 3; i++) {
tmpVal += 29;
scene->_upperDisplayCard[i].postInit();
scene->_upperDisplayCard[i].setVisage(1332);
scene->_upperDisplayCard[i].setPosition(Common::Point(tmpVal, 71), 0);
scene->_upperDisplayCard[i].setStrip(3);
scene->_upperDisplayCard[i].fixPriority(190);
scene->_lowerDisplayCard[i].postInit();
scene->_lowerDisplayCard[i].setVisage(1332);
scene->_lowerDisplayCard[i].setPosition(Common::Point(tmpVal, 71), 0);
scene->_lowerDisplayCard[i].setStrip(7);
scene->_lowerDisplayCard[i].setFrame(1);
scene->_lowerDisplayCard[i].fixPriority(180);
}
scene->_upperDisplayCard[0].setFrame(2);
scene->_upperDisplayCard[1].setFrame(5);
scene->_upperDisplayCard[2].setFrame(7);
scene->_upperDisplayCard[3].setFrame(15);
R2_GLOBALS._sceneObjects->draw();
waitFrames(240);
scene->actionDisplay(1331, 17, 159, 10, 1, 200, 0, 7, 0, 154, 154);
tmpVal = 72;
for (i = 4; i <= 7; i++) {
tmpVal += 29;
scene->_upperDisplayCard[i].postInit();
scene->_upperDisplayCard[i].setVisage(1332);
scene->_upperDisplayCard[i].setPosition(Common::Point(tmpVal, 100), 0);
scene->_upperDisplayCard[i].setStrip(4);
scene->_upperDisplayCard[i].fixPriority(190);
scene->_lowerDisplayCard[i].postInit();
scene->_lowerDisplayCard[i].setVisage(1332);
scene->_lowerDisplayCard[i].setPosition(Common::Point(tmpVal, 100), 0);
scene->_lowerDisplayCard[i].setStrip(7);
scene->_lowerDisplayCard[i].setFrame(1);
scene->_lowerDisplayCard[i].fixPriority(180);
}
scene->_upperDisplayCard[4].setFrame(1);
scene->_upperDisplayCard[5].setFrame(5);
scene->_upperDisplayCard[6].setFrame(7);
scene->_upperDisplayCard[7].setFrame(3);
R2_GLOBALS._sceneObjects->draw();
waitFrames(240);
scene->_upperDisplayCard[0].remove();
scene->_upperDisplayCard[1].remove();
scene->_upperDisplayCard[2].remove();
scene->_upperDisplayCard[3].remove();
scene->_upperDisplayCard[4].remove();
scene->_upperDisplayCard[5].remove();
scene->_upperDisplayCard[6].remove();
scene->_upperDisplayCard[7].remove();
scene->_lowerDisplayCard[0].remove();
scene->_lowerDisplayCard[1].remove();
scene->_lowerDisplayCard[2].remove();
scene->_lowerDisplayCard[3].remove();
scene->_lowerDisplayCard[4].remove();
scene->_lowerDisplayCard[5].remove();
scene->_lowerDisplayCard[6].remove();
scene->_lowerDisplayCard[7].remove();
scene->_discardPile._cardId = scene->_gameBoardSide[2]._handCard[0]._cardId;
scene->_animatedCard._card.setStrip(scene->_gameBoardSide[2]._handCard[0]._card._strip);
scene->_animatedCard._card.setFrame(scene->_gameBoardSide[2]._handCard[0]._card._frame);
scene->_animatedCard._card.animate(ANIM_MODE_NONE, NULL);
scene->_gameBoardSide[2]._handCard[0]._cardId = 0;
scene->_gameBoardSide[2]._handCard[0]._card.remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._handCard[0]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[2]._delayCard._stationPos, this);
}
break;
case 9: {
scene->_aSound1.play(58);
scene->_gameBoardSide[2]._delayCard._cardId = 0;
scene->_gameBoardSide[2]._delayCard.remove();
scene->_animatedCard._card.setStrip(5);
scene->_animatedCard._card.setFrame(1);
scene->_animatedCard._card.animate(ANIM_MODE_2, NULL);
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._delayCard._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_discardPile._stationPos, this);
}
break;
case 10: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_discardPile);
scene->_aSound2.play(61);
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1331, 18, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->_upperDisplayCard[0].postInit();
scene->_upperDisplayCard[0].setVisage(1332);
scene->_upperDisplayCard[0].setPosition(Common::Point(131, 71), 0);
scene->_upperDisplayCard[0].fixPriority(190);
scene->_upperDisplayCard[0].setStrip(3);
scene->_upperDisplayCard[0].setFrame(4);
scene->_lowerDisplayCard[0].postInit();
scene->_lowerDisplayCard[0].setVisage(1332);
scene->_lowerDisplayCard[0].setPosition(Common::Point(131, 71), 0);
scene->_lowerDisplayCard[0].setStrip(7);
scene->_lowerDisplayCard[0].setFrame(1);
scene->_lowerDisplayCard[0].fixPriority(180);
scene->_upperDisplayCard[1].postInit();
scene->_upperDisplayCard[1].setVisage(1332);
scene->_upperDisplayCard[1].setPosition(Common::Point(160, 71), 0);
scene->_upperDisplayCard[1].fixPriority(190);
scene->_upperDisplayCard[1].setStrip(3);
scene->_upperDisplayCard[1].setFrame(16);
scene->_lowerDisplayCard[1].postInit();
scene->_lowerDisplayCard[1].setVisage(1332);
scene->_lowerDisplayCard[1].setPosition(Common::Point(160, 71), 0);
scene->_lowerDisplayCard[1].setStrip(7);
scene->_lowerDisplayCard[1].setFrame(1);
scene->_lowerDisplayCard[1].fixPriority(180);
scene->_upperDisplayCard[2].postInit();
scene->_upperDisplayCard[2].setVisage(1332);
scene->_upperDisplayCard[2].setPosition(Common::Point(131, 100), 0);
scene->_upperDisplayCard[2].fixPriority(190);
scene->_upperDisplayCard[2].setStrip(4);
scene->_upperDisplayCard[2].setFrame(4);
scene->_lowerDisplayCard[2].postInit();
scene->_lowerDisplayCard[2].setVisage(1332);
scene->_lowerDisplayCard[2].setPosition(Common::Point(131, 100), 0);
scene->_lowerDisplayCard[2].setStrip(7);
scene->_lowerDisplayCard[2].setFrame(1);
scene->_lowerDisplayCard[2].fixPriority(180);
scene->_upperDisplayCard[3].postInit();
scene->_upperDisplayCard[3].setVisage(1332);
scene->_upperDisplayCard[3].setPosition(Common::Point(160, 100), 0);
scene->_upperDisplayCard[3].fixPriority(190);
scene->_upperDisplayCard[3].setStrip(4);
scene->_upperDisplayCard[3].setFrame(2);
scene->_lowerDisplayCard[3].postInit();
scene->_lowerDisplayCard[3].setVisage(1332);
scene->_lowerDisplayCard[3].setPosition(Common::Point(160, 100), 0);
scene->_lowerDisplayCard[3].setStrip(7);
scene->_lowerDisplayCard[3].setFrame(1);
scene->_lowerDisplayCard[3].fixPriority(180);
R2_GLOBALS._sceneObjects->draw();
waitFrames(240);
scene->_upperDisplayCard[0].remove();
scene->_upperDisplayCard[1].remove();
scene->_upperDisplayCard[2].remove();
scene->_upperDisplayCard[3].remove();
scene->_lowerDisplayCard[0].remove();
scene->_lowerDisplayCard[1].remove();
scene->_lowerDisplayCard[2].remove();
scene->_lowerDisplayCard[3].remove();
scene->_currentPlayerArrow.setFrame(1);
scene->_currentPlayerArrow.show();
scene->_currentPlayerArrow.animate(ANIM_MODE_2, NULL);
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1331, 19, 159, 10, 1, 220, 0, 7, 0, 154, 154);
scene->_currentPlayerArrow.hide();
scene->actionDisplay(1331, 20, 159, 10, 1, 220, 0, 7, 0, 154, 154);
scene->actionDisplay(1331, 21, 159, 10, 1, 220, 0, 7, 0, 154, 154);
scene->_discardPile._cardId = scene->_gameBoardSide[2]._handCard[1]._cardId;
scene->_animatedCard._card.setStrip(scene->_gameBoardSide[2]._handCard[1]._card._strip);
scene->_animatedCard._card.setFrame(scene->_gameBoardSide[2]._handCard[1]._card._frame);
scene->_animatedCard._card.animate(ANIM_MODE_NONE, NULL);
scene->_gameBoardSide[2]._handCard[1]._cardId = 0;
scene->_gameBoardSide[2]._handCard[1]._card.remove();
scene->_animatedCard._card.setPosition(scene->_gameBoardSide[2]._handCard[1]._stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_discardPile._stationPos, this);
}
break;
case 11: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_discardPile);
scene->_aSound2.play(61);
scene->_animatedCard._card.setStrip(5);
scene->_animatedCard._card.setFrame(1);
scene->_animatedCard._card.animate(ANIM_MODE_2, NULL);
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1331, 22, 159, 10, 1, 200, 0, 7, 0, 154, 154);
int i = -1;
for (i = 0; i <= 3; i ++) {
scene->_gameBoardSide[3]._handCard[i]._cardId = 0;
scene->_gameBoardSide[3]._handCard[i]._card.remove();
scene->_gameBoardSide[2]._handCard[i]._cardId = 0;
scene->_gameBoardSide[2]._handCard[i]._card.remove();
scene->_gameBoardSide[0]._handCard[i]._cardId = 0;
scene->_gameBoardSide[0]._handCard[i]._card.remove();
scene->_gameBoardSide[1]._handCard[i]._cardId = 0;
scene->_gameBoardSide[1]._handCard[i]._card.remove();
}
for (i = 0; i <= 7; i++) {
scene->_gameBoardSide[3]._outpostStation[i]._cardId = 0;
scene->_gameBoardSide[3]._outpostStation[i]._card.remove();
scene->_gameBoardSide[2]._outpostStation[i]._cardId = 0;
scene->_gameBoardSide[2]._outpostStation[i]._card.remove();
scene->_gameBoardSide[0]._outpostStation[i]._cardId = 0;
scene->_gameBoardSide[0]._outpostStation[i]._card.remove();
scene->_gameBoardSide[1]._outpostStation[i]._cardId = 0;
scene->_gameBoardSide[1]._outpostStation[i]._card.remove();
}
scene->_gameBoardSide[2]._delayCard._cardId = 0;
scene->_gameBoardSide[2]._delayCard._card.remove();
scene->_discardPile._cardId = 0;
scene->_discardPile._card.remove();
scene->_stockPile.remove();
}
// fall through
case 0:
R2_GLOBALS._sceneObjects->draw();
signal();
break;
case 12:
scene->suggestInstructions();
remove();
break;
default:
break;
}
}
/**
* Shuffle cards animation
*/
void Scene1337::Action2::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->_shuffleAnimation._card.postInit();
scene->_shuffleAnimation._card.setVisage(1332);
scene->_shuffleAnimation._card.setStrip(8);
scene->_shuffleAnimation._card.setFrame(1);
scene->_shuffleAnimation._card.fixPriority(300);
scene->_shuffleAnimation._card.setPosition(Common::Point(156, 108));
scene->_discardPile._card.remove();
scene->_discardPile._cardId = 0;
scene->_aSound1.play(60);
scene->_shuffleAnimation._card.animate(ANIM_MODE_5, this);
break;
case 1:
scene->_shuffleAnimation._card.setFrame(1);
scene->_aSound1.play(60);
scene->_shuffleAnimation._card.animate(ANIM_MODE_5, this);
break;
case 2: {
Common::Point pt(156, 108);
NpcMover *mover = new NpcMover();
scene->_shuffleAnimation._card.addMover(mover, &pt, this);
}
break;
case 3:
scene->_shuffleAnimation._card.remove();
scene->_stockPile.setup(1332, 5, 1);
scene->_stockPile.setPosition(Common::Point(162, 95));
scene->_stockPile.setPriority(110);
scene->_stockPile._effect = EFFECT_SHADED;
scene->_stockPile.show();
scene->_shuffleEndedFl = true;
break;
default:
break;
}
}
/**
* Deal cards
*/
void Scene1337::Action3::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
scene->_animatedCard._card.setPosition(Common::Point(162, 95), 0);
switch (_actionIndex++) {
case 0: {
scene->_animatedCard._card._moveDiff = Common::Point(30, 30);
scene->_animatedCard._card.setVisage(1332);
scene->_animatedCard._card.setStrip(5);
scene->_animatedCard._card.setFrame(1);
scene->_animatedCard._card.fixPriority(400);
scene->_animatedCard._card.animate(ANIM_MODE_2, NULL);
scene->_aSound2.play(61);
Common::Point pt(283, 146);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_animatedCard._card.show();
scene->_gameBoardSide[1]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 1: {
scene->_gameBoardSide[1]._handCard[0]._card.postInit();
scene->_gameBoardSide[1]._handCard[0]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[1]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[1]._handCard[0]._card.setPosition(scene->_gameBoardSide[1]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[1]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[1]._handCard[0]._card.setFrame(4);
scene->_gameBoardSide[1]._handCard[0]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(10, 174);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[2]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 2: {
scene->_gameBoardSide[2]._handCard[0]._card.postInit();
scene->_gameBoardSide[2]._handCard[0]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[2]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[0]._card.setPosition(scene->_gameBoardSide[2]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[0]._card.fixPriority(170);
if (scene->_gameBoardSide[2]._handCard[0]._cardId > 25) {
scene->_gameBoardSide[2]._handCard[0]._card.setStrip(4);
scene->_gameBoardSide[2]._handCard[0]._card.setFrame(scene->_gameBoardSide[2]._handCard[0]._cardId - 25);
} else if (scene->_gameBoardSide[2]._handCard[0]._cardId > 9) {
scene->_gameBoardSide[2]._handCard[0]._card.setStrip(3);
scene->_gameBoardSide[2]._handCard[0]._card.setFrame(scene->_gameBoardSide[2]._handCard[0]._cardId - 9);
} else {
scene->_gameBoardSide[2]._handCard[0]._card.setStrip(2);
scene->_gameBoardSide[2]._handCard[0]._card.setFrame(scene->_gameBoardSide[2]._handCard[0]._cardId);
}
scene->_aSound2.play(61);
Common::Point pt(14, 14);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[3]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 3: {
scene->_gameBoardSide[3]._handCard[0]._card.postInit();
scene->_gameBoardSide[3]._handCard[0]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[3]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[3]._handCard[0]._card.setPosition(scene->_gameBoardSide[3]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[3]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[3]._handCard[0]._card.setFrame(3);
scene->_gameBoardSide[3]._handCard[0]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(280, 5);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[0]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 4: {
scene->_gameBoardSide[0]._handCard[0]._card.postInit();
scene->_gameBoardSide[0]._handCard[0]._card._moveDiff = Common::Point(30,30);
scene->_gameBoardSide[0]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[0]._handCard[0]._card.setPosition(scene->_gameBoardSide[0]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[0]._handCard[0]._card.setStrip(5);
scene->_gameBoardSide[0]._handCard[0]._card.setFrame(1);
scene->_gameBoardSide[0]._handCard[0]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(283, 124);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[1]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 5: {
scene->_gameBoardSide[1]._handCard[1]._card.postInit();
scene->_gameBoardSide[1]._handCard[1]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[1]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[1]._handCard[1]._card.setPosition(scene->_gameBoardSide[1]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[1]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[1]._handCard[1]._card.setFrame(4);
scene->_gameBoardSide[1]._handCard[1]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(37, 174);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[2]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 6: {
scene->_gameBoardSide[2]._handCard[1]._card.postInit();
scene->_gameBoardSide[2]._handCard[1]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[2]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[1]._card.setPosition(scene->_gameBoardSide[2]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[1]._card.fixPriority(170);
if (scene->_gameBoardSide[2]._handCard[1]._cardId > 25) {
scene->_gameBoardSide[2]._handCard[1]._card.setStrip(4);
scene->_gameBoardSide[2]._handCard[1]._card.setFrame(scene->_gameBoardSide[2]._handCard[1]._cardId - 25);
} else if (scene->_gameBoardSide[2]._handCard[1]._cardId > 9) {
scene->_gameBoardSide[2]._handCard[1]._card.setStrip(3);
scene->_gameBoardSide[2]._handCard[1]._card.setFrame(scene->_gameBoardSide[2]._handCard[1]._cardId - 9);
} else {
scene->_gameBoardSide[2]._handCard[1]._card.setStrip(2);
scene->_gameBoardSide[2]._handCard[1]._card.setFrame(scene->_gameBoardSide[2]._handCard[1]._cardId);
}
scene->_aSound2.play(61);
Common::Point pt(14, 36);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[3]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 7: {
scene->_gameBoardSide[3]._handCard[1]._card.postInit();
scene->_gameBoardSide[3]._handCard[1]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[3]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[3]._handCard[1]._card.setPosition(scene->_gameBoardSide[3]._handCard[1]._stationPos);
scene->_gameBoardSide[3]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[3]._handCard[1]._card.setFrame(3);
scene->_gameBoardSide[3]._handCard[1]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(253, 5);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[0]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 8: {
scene->_gameBoardSide[0]._handCard[1]._card.postInit();
scene->_gameBoardSide[0]._handCard[1]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[0]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[0]._handCard[1]._card.setPosition(scene->_gameBoardSide[0]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[0]._handCard[1]._card.setStrip(5);
scene->_gameBoardSide[0]._handCard[1]._card.setFrame(1);
scene->_gameBoardSide[0]._handCard[1]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(283, 102);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[1]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 9: {
scene->_gameBoardSide[1]._handCard[2]._card.postInit();
scene->_gameBoardSide[1]._handCard[2]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[1]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[1]._handCard[2]._card.setPosition(scene->_gameBoardSide[1]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[1]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[1]._handCard[2]._card.setFrame(4);
scene->_gameBoardSide[1]._handCard[2]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(64, 174);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[2]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 10: {
scene->_gameBoardSide[2]._handCard[2]._card.postInit();
scene->_gameBoardSide[2]._handCard[2]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[2]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[2]._handCard[2]._card.setPosition(scene->_gameBoardSide[2]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[2]._handCard[2]._card.fixPriority(170);
if (scene->_gameBoardSide[2]._handCard[2]._cardId > 25) {
scene->_gameBoardSide[2]._handCard[2]._card.setStrip(4);
scene->_gameBoardSide[2]._handCard[2]._card.setFrame(scene->_gameBoardSide[2]._handCard[2]._cardId - 25);
} else if (scene->_gameBoardSide[2]._handCard[2]._cardId > 9) {
scene->_gameBoardSide[2]._handCard[2]._card.setStrip(3);
scene->_gameBoardSide[2]._handCard[2]._card.setFrame(scene->_gameBoardSide[2]._handCard[2]._cardId - 9);
} else {
scene->_gameBoardSide[2]._handCard[2]._card.setStrip(2);
scene->_gameBoardSide[2]._handCard[2]._card.setFrame(scene->_gameBoardSide[2]._handCard[2]._cardId);
}
scene->_aSound2.play(61);
Common::Point pt(14, 58);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[3]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 11: {
scene->_gameBoardSide[3]._handCard[2]._card.postInit();
scene->_gameBoardSide[3]._handCard[2]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[3]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[3]._handCard[2]._card.setPosition(scene->_gameBoardSide[3]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[3]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[3]._handCard[2]._card.setFrame(3);
scene->_gameBoardSide[3]._handCard[2]._card.fixPriority(170);
scene->_aSound2.play(61);
Common::Point pt(226, 5);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
scene->_gameBoardSide[0]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
}
break;
case 12:
scene->_gameBoardSide[0]._handCard[2]._card.postInit();
scene->_gameBoardSide[0]._handCard[2]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[0]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[0]._handCard[2]._card.setPosition(scene->_gameBoardSide[0]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[0]._handCard[2]._card.setStrip(5);
scene->_gameBoardSide[0]._handCard[2]._card.setFrame(1);
scene->_gameBoardSide[0]._handCard[2]._card.fixPriority(170);
scene->_animatedCard._card.hide();
default:
break;
}
if (_actionIndex > 12) {
scene->_currentPlayerNumb = 0;
R2_GLOBALS._sceneObjects->draw();
scene->actionDisplay(1330, 0, 159, 10, 1, 200, 0, 7, 0, 154, 154);
scene->handleNextTurn();
} else if (_actionIndex >= 1) {
scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
scene->_cardsAvailableNumb--;
}
}
/**
* Action used to handle the other players' turn
*/
void Scene1337::Action4::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95), 0);
scene->_animatedCard._card.show();
scene->_aSound2.play(61);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos, this);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
scene->_cardsAvailableNumb--;
if (scene->_cardsAvailableNumb < 0)
scene->_stockPile.remove();
} else {
// Self call, forcing next actionIndex
signal();
}
break;
case 1:
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.setVisage(1332);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.setPosition(scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._stationPos, 0);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.setStrip(1);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.setFrame(scene->_gameBoardSide[scene->_currentPlayerNumb]._frameNum);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.fixPriority(170);
}
if ((R2_GLOBALS._debugCardGame) || (scene->_currentPlayerNumb == 2))
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]);
scene->_animatedCard._card.hide();
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95));
scene->_animatedCard._card.show();
scene->_aSound2.play(61);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos, this);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
scene->_cardsAvailableNumb--;
if (scene->_cardsAvailableNumb < 0)
scene->_stockPile.remove();
} else
signal();
break;
case 2:
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.setVisage(1332);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.setPosition(scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._stationPos, 0);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.setStrip(1);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.setFrame(scene->_gameBoardSide[scene->_currentPlayerNumb]._frameNum);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.fixPriority(170);
}
if ((R2_GLOBALS._debugCardGame) || (scene->_currentPlayerNumb == 2))
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]);
scene->_animatedCard._card.hide();
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95));
scene->_animatedCard._card.show();
scene->_aSound2.play(61);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos, this);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
scene->_cardsAvailableNumb--;
if (scene->_cardsAvailableNumb < 0)
scene->_stockPile.remove();
} else
signal();
break;
case 3:
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.setVisage(1332);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.setPosition(scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._stationPos, 0);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.setStrip(1);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.setFrame(scene->_gameBoardSide[scene->_currentPlayerNumb]._frameNum);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.fixPriority(170);
}
if ((R2_GLOBALS._debugCardGame) || (scene->_currentPlayerNumb == 2))
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]);
scene->_animatedCard._card.hide();
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95));
scene->_animatedCard._card.show();
scene->_aSound2.play(61);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos, this);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._cardId = scene->_availableCardsPile[scene->_cardsAvailableNumb];
scene->_availableCardsPile[scene->_cardsAvailableNumb] = 0;
scene->_cardsAvailableNumb--;
if (scene->_cardsAvailableNumb < 0)
scene->_stockPile.remove();
} else
signal();
break;
case 4:
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.setVisage(1332);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.setPosition(scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._stationPos, 0);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.setStrip(1);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.setFrame(scene->_gameBoardSide[scene->_currentPlayerNumb]._frameNum);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.fixPriority(170);
}
if ((R2_GLOBALS._debugCardGame) || (scene->_currentPlayerNumb == 2))
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]);
scene->_animatedCard._card.hide();
switch (scene->_currentPlayerNumb) {
case 0:
scene->handlePlayer0();
break;
case 1:
scene->handlePlayer1();
break;
case 2:
scene->handleAutoplayPlayer2();
break;
case 3:
scene->handlePlayer3();
break;
default:
break;
}
break;
default:
break;
}
}
/**
* Animations for discarding a card
*/
void Scene1337::Action5::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_availableCardsPile[scene->_currentDiscardIndex] = scene->_actionCard1->_cardId;
scene->_currentDiscardIndex--;
if (!g_globals->_sceneObjects->contains(&scene->_discardPile._card)) {
// The first discarded card makes the pile appear
scene->_discardPile._card.postInit();
scene->_discardPile._card.hide();
scene->_discardPile._card.setVisage(1332);
scene->_discardPile._card.setPosition(scene->_discardPile._stationPos, 0);
scene->_discardPile._card.fixPriority(170);
}
scene->_discardPile._cardId = scene->_actionCard1->_cardId;
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
if (scene->_actionCard1 == &scene->_selectedCard) {
scene->setCursorData(5, 1, 4);
scene->subC4CEC();
}
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
Common::Point pt(128, 95);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &pt, this);
}
break;
case 1:
scene->_animatedCard._card.hide();
scene->setAnimationInfo(&scene->_discardPile);
scene->_aSound2.play(61);
scene->handleNextTurn();
break;
default:
break;
}
}
/**
* Animations for playing a platform card
*/
void Scene1337::Action6::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_actionCard2->_cardId = 1;
scene->_actionCard2->_card.postInit();
scene->_actionCard2->_card.hide();
scene->_actionCard2->_card.setVisage(1332);
scene->_actionCard2->_card.setPosition(scene->_actionCard2->_stationPos);
scene->_actionCard2->_card.fixPriority(170);
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 1:
scene->_animatedCard._card.hide();
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(59);
if (scene->_actionCard1 == &scene->_selectedCard) {
scene->setCursorData(5, 1, 4);
scene->subC4CEC();
}
scene->handleNextTurn();
break;
default:
break;
}
}
/**
* Upgrade platform to station by playing a station card on top of it
*/
void Scene1337::Action7::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_actionCard2->_cardId = scene->_actionCard1->_cardId;
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 1:
if (scene->_actionCard1 == &scene->_selectedCard) {
scene->setCursorData(5, 1, 4);
scene->subC4CEC();
}
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(59);
scene->_discardedPlatformCard._cardId = 1;
scene->_discardedPlatformCard._stationPos = scene->_actionCard2->_stationPos;
scene->_discardedPlatformCard._card.postInit();
scene->_discardedPlatformCard._card.hide();
scene->_discardedPlatformCard._card._flags = OBJFLAG_HIDING;
scene->discardCard(&scene->_discardedPlatformCard);
break;
default:
break;
}
}
// Remove a delay card
void Scene1337::Action8::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_availableCardsPile[scene->_currentDiscardIndex] = scene->_actionCard2->_cardId;
scene->_currentDiscardIndex--;
scene->_actionCard2->_cardId = scene->_actionCard1->_cardId;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 1:
scene->_animatedCard._card.hide();
if (scene->_actionCard1 == &scene->_selectedCard) {
scene->setCursorData(5, 1, 4);
scene->subC4CEC();
}
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(58);
scene->discardCard(scene->_actionCard2);
break;
default:
break;
}
}
// Play delay card
void Scene1337::Action9::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_actionCard2->_cardId = scene->_actionCard1->_cardId;
scene->_actionCard2->_card.postInit();
scene->_actionCard2->_card.hide();
scene->_actionCard2->_card.setVisage(1332);
scene->_actionCard2->_card.setPosition(scene->_actionCard2->_stationPos, 0);
scene->_actionCard2->_card.fixPriority(170);
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 1:
scene->_animatedCard._card.hide();
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(57);
if (scene->_actionCard1 == &scene->_selectedCard) {
scene->setCursorData(5, 1, 4);
scene->subC4CEC();
}
scene->handleNextTurn();
break;
default:
break;
}
}
// Play a card on the central outpost.
// This card is either a counter-trick card or a meteor card
void Scene1337::Action10::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_actionCard3->_card.postInit();
scene->_actionCard3->_card.hide();
scene->_actionCard3->_card.setVisage(1332);
scene->_actionCard3->_card.setPosition(scene->_actionCard3->_stationPos, 0);
scene->_actionCard3->_card.fixPriority(170);
scene->_actionCard3->_cardId = scene->_actionCard1->_cardId;
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
if (scene->_actionCard1 == &scene->_selectedCard) {
scene->setCursorData(5, 1, 4);
scene->subC4CEC();
}
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard3->_stationPos, this);
}
break;
case 1: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(scene->_actionCard3);
scene->_aSound1.play(57);
bool found = false;
int indexFound = -1;
switch (scene->_actionPlayerIdx) {
case 0:
for (indexFound = 0; indexFound < 3; indexFound++) {
// Check for the presence of an interceptor card
if (scene->_gameBoardSide[0]._handCard[indexFound]._cardId == 29) {
found = true;
break;
}
}
break;
case 1:
for (indexFound = 0; indexFound < 3; indexFound++) {
// Check for the presence of an interceptor card
if (scene->_gameBoardSide[1]._handCard[indexFound]._cardId == 29) {
found = true;
break;
}
}
break;
case 2:
for (indexFound = 0; indexFound < 3; indexFound++) {
// Check for the presence of an interceptor card
if (scene->_gameBoardSide[2]._handCard[indexFound]._cardId == 29) {
found = true;
break;
}
}
break;
case 3:
for (indexFound = 0; indexFound < 3; indexFound++) {
// Check for the presence of an interceptor card
if (scene->_gameBoardSide[3]._handCard[indexFound]._cardId == 29) {
found = true;
break;
}
}
break;
default:
break;
}
bool found2 = false;
if (found) {
switch (scene->_actionPlayerIdx) {
case 0:
scene->playInterceptorCard(&scene->_gameBoardSide[0]._handCard[indexFound], scene->_actionCard3);
found2 = true;
break;
case 1:
scene->playInterceptorCard(&scene->_gameBoardSide[1]._handCard[indexFound], scene->_actionCard3);
found2 = true;
break;
case 2:
scene->subC4CD2();
if (MessageDialog::show(USE_INTERCEPTOR, NO_MSG, YES_MSG) == 0)
scene->subC4CEC();
else {
scene->playInterceptorCard(&scene->_gameBoardSide[2]._handCard[indexFound], scene->_actionCard3);
found2 = true;
}
break;
case 3:
scene->playInterceptorCard(&scene->_gameBoardSide[3]._handCard[indexFound], scene->_actionCard3);
found2 = true;
break;
default:
break;
}
}
if (found2)
break;
if (scene->_actionPlayerIdx == 2) {
int stationCount = 0;
for (int i = 0; i <= 7; i++) {
if (scene->_gameBoardSide[2]._outpostStation[i]._cardId != 0)
++stationCount;
}
if (stationCount <= 1) {
for (int i = 0; i <= 7; i++) {
if (scene->_gameBoardSide[2]._outpostStation[i]._cardId != 0) {
scene->_actionCard2 = &scene->_gameBoardSide[2]._outpostStation[i];
break;
}
}
} else {
scene->subC4CD2();
found2 = false;
while (!found2) {
scene->actionDisplay(1330, 130, 159, 10, 1, 200, 0, 7, 0, 154, 154);
// Wait for a mouse or keypress
Event event;
while (!g_globals->_events.getEvent(event, EVENT_CUSTOM_ACTIONSTART | EVENT_BUTTON_DOWN | EVENT_KEYPRESS) && !g_vm->shouldQuit()) {
g_globals->_scenePalette.signalListeners();
R2_GLOBALS._sceneObjects->draw();
g_globals->_events.delay(g_globals->_sceneHandler->_delayTicks);
}
scene->_selectedCard._stationPos = event.mousePos;
for (int i = 0; i <= 7; i++) {
if (scene->_gameBoardSide[2]._outpostStation[i].isIn(scene->_selectedCard._stationPos) && (scene->_gameBoardSide[2]._outpostStation[i]._cardId != 0)) {
scene->_actionCard2 = &scene->_gameBoardSide[2]._outpostStation[i];
found2 = true;
break;
}
}
}
scene->subC4CEC();
}
}
scene->_availableCardsPile[scene->_currentDiscardIndex] = scene->_actionCard2->_cardId;
scene->_currentDiscardIndex--;
scene->_actionCard2->_cardId = 0;
scene->_actionCard2->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard2->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard3->_stationPos, this);
}
break;
case 2:
scene->_animatedCard._card.hide();
scene->discardCard(scene->_actionCard3);
break;
default:
break;
}
}
// Use Thief card (#25) and pick a card from the opponent
void Scene1337::Action11::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_actionCard2->_card.postInit();
scene->_actionCard2->_card.hide();
scene->_actionCard2->_card.setVisage(1332);
scene->_actionCard2->_card.setPosition(scene->_actionCard2->_stationPos, 0);
scene->_actionCard2->_card.fixPriority(170);
scene->_actionCard2->_cardId = 25;
if (scene->_actionPlayerIdx == 2) {
scene->_animatedCard._card.setPosition(scene->_actionCard2->_stationPos, 0);
scene->setCursorData(5, 1, 4);
} else {
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
}
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 1: {
scene->_animatedCard._card.hide();
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(57);
bool found = false;
bool noAction = true;
int i = -1;
switch (scene->_actionVictimIdx) {
case 0:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[0]._handCard[i]._cardId == 27) {
found = true;
break;
}
}
if ((found) && (scene->getRandomCardFromHand(scene->_actionPlayerIdx) != -1)) {
scene->_actionCard1 = &scene->_gameBoardSide[0]._handCard[i];
scene->_actionCard2 = &scene->_gameBoardSide[0]._emptyStationPos;
if (scene->_actionPlayerIdx != 0) {
int tmpVal = scene->getRandomCardFromHand(scene->_actionPlayerIdx);
scene->_actionCard3 = &scene->_gameBoardSide[scene->_actionPlayerIdx]._handCard[tmpVal];
}
scene->_actionItem.setAction(&scene->_action12);
noAction = false;
}
break;
case 1:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[1]._handCard[i]._cardId == 27) {
found = true;
break;
}
}
if ((found) && (scene->getRandomCardFromHand(scene->_actionPlayerIdx) != -1)) {
scene->_actionCard1 = &scene->_gameBoardSide[1]._handCard[i];
scene->_actionCard2 = &scene->_gameBoardSide[1]._emptyStationPos;
if (scene->_actionPlayerIdx != 1) {
int tmpVal = scene->getRandomCardFromHand(scene->_actionPlayerIdx);
scene->_actionCard3 = &scene->_gameBoardSide[scene->_actionPlayerIdx]._handCard[tmpVal];
}
scene->_actionItem.setAction(&scene->_action12);
noAction = false;
}
break;
case 2:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[2]._handCard[i]._cardId == 27) {
found = true;
break;
}
}
if ((found) && (scene->getRandomCardFromHand(scene->_actionPlayerIdx) != -1)) {
scene->subC4CD2();
if (MessageDialog::show(USE_DOUBLE_AGENT, NO_MSG, YES_MSG) == 0)
scene->subC4CEC();
else {
scene->subC4CEC();
scene->_actionCard1 = &scene->_gameBoardSide[2]._handCard[i];
scene->_actionCard2 = &scene->_gameBoardSide[2]._emptyStationPos;
if (scene->_actionPlayerIdx != 2) {
int tmpVal = scene->getRandomCardFromHand(scene->_actionPlayerIdx);
scene->_actionCard3 = &scene->_gameBoardSide[scene->_actionPlayerIdx]._handCard[tmpVal];
}
scene->_actionItem.setAction(&scene->_action12);
noAction = false;
}
}
break;
case 3:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[3]._handCard[i]._cardId == 27) {
found = true;
break;
}
}
if ((found) && (scene->getRandomCardFromHand(scene->_actionPlayerIdx) != -1)) {
scene->_actionCard1 = &scene->_gameBoardSide[3]._handCard[i];
scene->_actionCard2 = &scene->_gameBoardSide[3]._emptyStationPos;
if (scene->_actionPlayerIdx != 3) {
int tmpVal = scene->getRandomCardFromHand(scene->_actionPlayerIdx);
scene->_actionCard3 = &scene->_gameBoardSide[scene->_actionPlayerIdx]._handCard[tmpVal];
}
scene->_actionItem.setAction(&scene->_action12);
noAction = false;
}
break;
default:
break;
}
if (!noAction)
break;
if (scene->_actionPlayerIdx == 2) {
int count = 0;
if (scene->_actionVictimIdx != 2) {
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[scene->_actionVictimIdx]._handCard[i]._cardId != 0)
++count;
}
}
if (count > 1) {
scene->subC4CD2();
found = false;
while (!found) {
switch (scene->_actionVictimIdx) {
case 0:
scene->actionDisplay(1330, 131, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 1:
scene->actionDisplay(1330, 132, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 3:
scene->actionDisplay(1330, 133, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
Event event;
while (!g_globals->_events.getEvent(event, EVENT_CUSTOM_ACTIONSTART | EVENT_BUTTON_DOWN | EVENT_KEYPRESS) && !g_vm->shouldQuit()) {
g_globals->_scenePalette.signalListeners();
R2_GLOBALS._sceneObjects->draw();
g_globals->_events.delay(g_globals->_sceneHandler->_delayTicks);
}
scene->_selectedCard._stationPos = event.mousePos;
found = false;
if (scene->_actionVictimIdx != 2) {
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[scene->_actionVictimIdx]._handCard[i].isIn(scene->_selectedCard._stationPos) && (scene->_gameBoardSide[scene->_actionVictimIdx]._handCard[i]._cardId != 0)) {
scene->_actionCard3 = &scene->_gameBoardSide[scene->_actionVictimIdx]._handCard[i];
found = true;
break;
}
}
}
} // while
scene->_displayHelpFl = true;
scene->subC4CEC();
} else if (scene->_actionVictimIdx != 2) {
int tmpVal = scene->getRandomCardFromHand(scene->_actionVictimIdx);
scene->_actionCard3 = &scene->_gameBoardSide[scene->_actionVictimIdx]._handCard[tmpVal];
}
}
scene->_actionCard1->_card.postInit();
scene->_actionCard1->_card.hide();
scene->_actionCard1->_card.setVisage(1332);
scene->_actionCard1->_card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_actionCard1->_card.fixPriority(170);
scene->_actionCard1->_card.setStrip2(1);
scene->_actionCard1->_cardId = scene->_actionCard3->_cardId;
scene->_actionCard3->_cardId = 0;
scene->_actionCard3->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard3->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard1->_stationPos, this);
}
break;
case 2:
scene->_animatedCard._card.hide();
switch (scene->_actionPlayerIdx) {
case 0:
scene->_actionCard1->_card.setFrame2(2);
scene->_actionCard1->_card.show();
break;
case 1:
scene->_actionCard1->_card.setFrame2(4);
scene->_actionCard1->_card.show();
break;
case 3:
scene->_actionCard1->_card.setFrame2(3);
scene->_actionCard1->_card.show();
break;
default:
scene->setAnimationInfo(scene->_actionCard1);
break;
}
scene->_currentPlayerNumb--;
scene->_showPlayerTurn = false;
scene->discardCard(scene->_actionCard2);
break;
default:
break;
}
}
// Pick a card in opponent hand
void Scene1337::Action12::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
signal();
break;
case 1: {
scene->_availableCardsPile[scene->_currentDiscardIndex] = scene->_actionCard2->_cardId;
scene->_currentDiscardIndex++;
scene->_actionCard2->_cardId = scene->_actionCard1->_cardId;
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 2:
scene->_animatedCard._card.hide();
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(58);
if (scene->_actionVictimIdx == 2) {
int count = 0;
int i = -1;
switch (scene->_actionPlayerIdx) {
case 0:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[0]._handCard[i]._cardId != 0)
++count;
}
break;
case 1:
for (i = 0; i <= 3; i++) {
// The original game was counting in the hand of player 3, which is obviously wrong
if (scene->_gameBoardSide[1]._handCard[i]._cardId != 0)
++count;
}
break;
case 3:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[3]._handCard[i]._cardId != 0)
++count;
}
break;
default:
break;
}
if (count > 1) {
scene->subC4CD2();
bool found = false;
while (!found) {
switch (scene->_actionPlayerIdx) {
case 0:
scene->actionDisplay(1330, 131, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 1:
scene->actionDisplay(1330, 132, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 3:
scene->actionDisplay(1330, 133, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
Event event;
while (!g_globals->_events.getEvent(event,EVENT_CUSTOM_ACTIONSTART | EVENT_BUTTON_DOWN | EVENT_KEYPRESS) && !g_vm->shouldQuit()) {
g_globals->_scenePalette.signalListeners();
R2_GLOBALS._sceneObjects->draw();
g_globals->_events.delay(g_globals->_sceneHandler->_delayTicks);
}
scene->_selectedCard._stationPos = event.mousePos;
switch (scene->_actionPlayerIdx) {
case 0:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[0]._handCard[i].isIn(scene->_selectedCard._stationPos) && (scene->_gameBoardSide[0]._handCard[i]._cardId != 0)) {
found = true;
scene->_actionCard3 = &scene->_gameBoardSide[0]._handCard[i];
break;
}
}
break;
case 1:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[1]._handCard[i].isIn(scene->_selectedCard._stationPos) && (scene->_gameBoardSide[1]._handCard[i]._cardId != 0)) {
found = true;
scene->_actionCard3 = &scene->_gameBoardSide[1]._handCard[i];
break;
}
}
break;
case 3:
for (i = 0; i <= 3; i++) {
if (scene->_gameBoardSide[3]._handCard[i].isIn(scene->_selectedCard._stationPos) && (scene->_gameBoardSide[3]._handCard[i]._cardId != 0)) {
found = true;
scene->_actionCard3 = &scene->_gameBoardSide[3]._handCard[i];
break;
}
}
break;
default:
break;
}
}
scene->subC4CEC();
} else {
switch (scene->_actionPlayerIdx) {
case 0:
scene->_actionCard3 = &scene->_gameBoardSide[0]._handCard[scene->getRandomCardFromHand(0)];
break;
case 1:
scene->_actionCard3 = &scene->_gameBoardSide[1]._handCard[scene->getRandomCardFromHand(1)];
break;
case 3:
scene->_actionCard3 = &scene->_gameBoardSide[3]._handCard[scene->getRandomCardFromHand(3)];
break;
default:
break;
}
}
scene->_actionCard1->_card.postInit();
scene->_actionCard1->_card.hide();
scene->_actionCard1->_card.setVisage(1332);
scene->_actionCard1->_card.setPosition(scene->_actionCard1->_stationPos);
scene->_actionCard1->_card.fixPriority(170);
scene->_actionCard1->_card.setStrip2(1);
scene->_actionCard1->_cardId = scene->_actionCard3->_cardId;
scene->_actionCard3->_cardId = 0;
scene->_actionCard3->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard3->_stationPos);
scene->_animatedCard._card.show();
scene->_aSound1.play(57);
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard1->_stationPos, this);
}
break;
case 3:
scene->_animatedCard._card.hide();
switch (scene->_actionVictimIdx) {
case 0:
scene->_actionCard1->_card.setFrame2(2);
scene->_actionCard1->_card.show();
break;
case 1:
scene->_actionCard1->_card.setFrame2(4);
scene->_actionCard1->_card.show();
break;
case 3:
scene->_actionCard1->_card.setFrame2(3);
scene->_actionCard1->_card.show();
break;
default:
scene->setAnimationInfo(scene->_actionCard1);
break;
}
scene->discardCard(scene->_actionCard2);
break;
default:
break;
}
}
// Handle the animations of the interceptor card
void Scene1337::Action13::signal() {
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_availableCardsPile[scene->_currentDiscardIndex] = scene->_actionCard2->_cardId;
scene->_currentDiscardIndex--;
scene->_actionCard2->_cardId = scene->_actionCard1->_cardId;
scene->_actionCard1->_cardId = 0;
scene->_actionCard1->_card.remove();
scene->_animatedCard._card.setPosition(scene->_actionCard1->_stationPos, 0);
scene->_animatedCard._card.show();
NpcMover *mover = new NpcMover();
scene->_animatedCard._card.addMover(mover, &scene->_actionCard2->_stationPos, this);
}
break;
case 1:
scene->_animatedCard._card.hide();
scene->setAnimationInfo(scene->_actionCard2);
scene->_aSound1.play(58);
signal();
break;
case 2:
scene->discardCard(scene->_actionCard2);
break;
default:
break;
}
}
void Scene1337::postInit(SceneObjectList *OwnerList) {
// In the original, may be found in subPostInit.
// Without it, enableControl asserts
loadScene(1330);
R2_GLOBALS._uiElements._active = false;
SceneExt::postInit();
//
// Hide the user interface
BF_GLOBALS._interfaceY = SCREEN_HEIGHT;
R2_GLOBALS._uiElements._visible = false;
R2_GLOBALS._player.enableControl();
R2_GLOBALS._player._canWalk = false;
R2_GLOBALS._player._uiEnabled = false;
_delayedFunction = nullptr;
_actionCard1 = nullptr;
_actionCard2 = nullptr;
_actionCard3 = nullptr;
_gameBoardSide[2]._handCard[0]._stationPos = Common::Point(10, 174);
_gameBoardSide[2]._handCard[1]._stationPos = Common::Point(37, 174);
_gameBoardSide[2]._handCard[2]._stationPos = Common::Point(64, 174);
_gameBoardSide[2]._handCard[3]._stationPos = Common::Point(91, 174);
_gameBoardSide[2]._outpostStation[0]._stationPos = Common::Point(119, 174);
_gameBoardSide[2]._outpostStation[1]._stationPos = Common::Point(119, 148);
_gameBoardSide[2]._outpostStation[2]._stationPos = Common::Point(119, 122);
_gameBoardSide[2]._outpostStation[3]._stationPos = Common::Point(145, 122);
_gameBoardSide[2]._outpostStation[4]._stationPos = Common::Point(171, 122);
_gameBoardSide[2]._outpostStation[5]._stationPos = Common::Point(171, 148);
_gameBoardSide[2]._outpostStation[6]._stationPos = Common::Point(171, 174);
_gameBoardSide[2]._outpostStation[7]._stationPos = Common::Point(145, 174);
_gameBoardSide[2]._delayCard._stationPos = Common::Point(199, 174);
_gameBoardSide[2]._emptyStationPos._stationPos = Common::Point(145, 148);
_gameBoardSide[2]._card1Pos = Common::Point(10, 174);
_gameBoardSide[2]._card2Pos = Common::Point(37, 174);
_gameBoardSide[2]._card3Pos = Common::Point(64, 174);
_gameBoardSide[2]._card4Pos = Common::Point(91, 174);
_gameBoardSide[2]._frameNum = 2;
_gameBoardSide[3]._handCard[0]._stationPos = Common::Point(14, 14);
_gameBoardSide[3]._handCard[1]._stationPos = Common::Point(14, 36);
_gameBoardSide[3]._handCard[2]._stationPos = Common::Point(14, 58);
_gameBoardSide[3]._handCard[3]._stationPos = Common::Point(14, 80);
_gameBoardSide[3]._outpostStation[0]._stationPos = Common::Point(37, 66);
_gameBoardSide[3]._outpostStation[1]._stationPos = Common::Point(63, 66);
_gameBoardSide[3]._outpostStation[2]._stationPos = Common::Point(89, 66);
_gameBoardSide[3]._outpostStation[3]._stationPos = Common::Point(89, 92);
_gameBoardSide[3]._outpostStation[4]._stationPos = Common::Point(89, 118);
_gameBoardSide[3]._outpostStation[5]._stationPos = Common::Point(63, 118);
_gameBoardSide[3]._outpostStation[6]._stationPos = Common::Point(37, 118);
_gameBoardSide[3]._outpostStation[7]._stationPos = Common::Point(37, 92);
_gameBoardSide[3]._delayCard._stationPos = Common::Point(37, 145);
_gameBoardSide[3]._emptyStationPos._stationPos = Common::Point(63, 92);
_gameBoardSide[3]._card1Pos = Common::Point(14, 14);
_gameBoardSide[3]._card2Pos = Common::Point(14, 36);
_gameBoardSide[3]._card3Pos = Common::Point(14, 58);
_gameBoardSide[3]._card4Pos = Common::Point(14, 80);
_gameBoardSide[3]._frameNum = 3;
_gameBoardSide[0]._handCard[0]._stationPos = Common::Point(280, 5);
_gameBoardSide[0]._handCard[1]._stationPos = Common::Point(253, 5);
_gameBoardSide[0]._handCard[2]._stationPos = Common::Point(226, 5);
_gameBoardSide[0]._handCard[3]._stationPos = Common::Point(199, 5);
_gameBoardSide[0]._outpostStation[0]._stationPos = Common::Point(171, 16);
_gameBoardSide[0]._outpostStation[1]._stationPos = Common::Point(171, 42);
_gameBoardSide[0]._outpostStation[2]._stationPos = Common::Point(171, 68);
_gameBoardSide[0]._outpostStation[3]._stationPos = Common::Point(145, 68);
_gameBoardSide[0]._outpostStation[4]._stationPos = Common::Point(119, 68);
_gameBoardSide[0]._outpostStation[5]._stationPos = Common::Point(119, 42);
_gameBoardSide[0]._outpostStation[6]._stationPos = Common::Point(119, 16);
_gameBoardSide[0]._outpostStation[7]._stationPos = Common::Point(145, 16);
_gameBoardSide[0]._delayCard._stationPos = Common::Point(91, 16);
_gameBoardSide[0]._emptyStationPos._stationPos = Common::Point(145, 42);
_gameBoardSide[0]._card1Pos = Common::Point(280, 5);
_gameBoardSide[0]._card2Pos = Common::Point(253, 5);
_gameBoardSide[0]._card3Pos = Common::Point(226, 5);
_gameBoardSide[0]._card4Pos = Common::Point(199, 5);
_gameBoardSide[0]._frameNum = 2;
_gameBoardSide[1]._handCard[0]._stationPos = Common::Point(283, 146);
_gameBoardSide[1]._handCard[1]._stationPos = Common::Point(283, 124);
_gameBoardSide[1]._handCard[2]._stationPos = Common::Point(283, 102);
_gameBoardSide[1]._handCard[3]._stationPos = Common::Point(283, 80);
_gameBoardSide[1]._outpostStation[0]._stationPos = Common::Point(253, 122);
_gameBoardSide[1]._outpostStation[1]._stationPos = Common::Point(227, 122);
_gameBoardSide[1]._outpostStation[2]._stationPos = Common::Point(201, 122);
_gameBoardSide[1]._outpostStation[3]._stationPos = Common::Point(201, 96);
_gameBoardSide[1]._outpostStation[4]._stationPos = Common::Point(201, 70);
_gameBoardSide[1]._outpostStation[5]._stationPos = Common::Point(227, 70);
_gameBoardSide[1]._outpostStation[6]._stationPos = Common::Point(253, 70);
_gameBoardSide[1]._outpostStation[7]._stationPos = Common::Point(253, 96);
_gameBoardSide[1]._delayCard._stationPos = Common::Point(253, 43);
_gameBoardSide[1]._emptyStationPos._stationPos = Common::Point(227, 96);
_gameBoardSide[1]._card1Pos = Common::Point(283, 146);
_gameBoardSide[1]._card2Pos = Common::Point(283, 124);
_gameBoardSide[1]._card3Pos = Common::Point(283, 102);
_gameBoardSide[1]._card4Pos = Common::Point(283, 80);
_gameBoardSide[1]._frameNum = 4;
subPostInit();
_stockPile.postInit();
}
void Scene1337::remove() {
if (R2_GLOBALS._v57709 > 1) {
subD1917();
subD1940(false);
}
R2_GLOBALS._uiElements._active = true;
R2_GLOBALS._uiElements._visible = true;
SceneExt::remove();
}
void Scene1337::process(Event &event) {
if (event.eventType == EVENT_BUTTON_DOWN) {
if (event.btnState == BTNSHIFT_RIGHT) {
updateCursorId(R2_GLOBALS._mouseCursorId, true);
event.handled = true;
} else if (_delayedFunction) {
FunctionPtrType tmpFctPtr = _delayedFunction;
_delayedFunction = nullptr;
(this->*tmpFctPtr)();
event.handled = true;
}
} else if (event.eventType == EVENT_CUSTOM_ACTIONSTART) {
if (event.customType == kActionDrawCards) {
if (_delayedFunction) {
FunctionPtrType tmpFctPtr = _delayedFunction;
_delayedFunction = nullptr;
(this->*tmpFctPtr)();
event.handled = true;
}
} else
warning("Fixme: Find proper keycode value");
}
if (!event.handled)
Scene::process(event);
}
void Scene1337::dispatch() {
if (!_instructionsDisplayedFl) {
++_instructionsWaitCount;
if (_instructionsWaitCount == 4) {
_instructionsDisplayedFl = true;
suggestInstructions();
}
}
// The following code is in the original in sceneHandler::process(),
// which is terrible as it's checked in every scene of the game.
setCursorData(5, _cursorCurStrip, _cursorCurFrame);
//
Scene::dispatch();
}
void Scene1337::actionDisplay(int resNum, int lineNum, int x, int y, int keepOnScreen, int width, int textMode, int fontNum, int colFG, int colBGExt, int colFGExt) {
// TODO: Check if it's normal that arg5 is unused and replaced by a hardcoded 0 value
// May hide an original bug
SceneItem::display(resNum, lineNum, SET_X, x, SET_Y, y, SET_KEEP_ONSCREEN, 0,
SET_WIDTH, width, SET_POS_MODE, -1, SET_TEXT_MODE, textMode,
SET_FONT, fontNum, SET_FG_COLOR, colFG, SET_EXT_BGCOLOR, colBGExt,
SET_EXT_FGCOLOR, colFGExt, LIST_END);
}
void Scene1337::setAnimationInfo(Card *card) {
if (!card)
return;
if (card->_cardId > 25) {
card->_card.setStrip2(4);
card->_card.setFrame(card->_cardId - 25);
} else if (card->_cardId > 9) {
card->_card.setStrip2(3);
card->_card.setFrame(card->_cardId - 9);
} else {
card->_card.setStrip2(2);
card->_card.setFrame(card->_cardId);
}
card->_card.show();
R2_GLOBALS._sceneObjects->draw();
}
void Scene1337::handleNextTurn() {
switch (_winnerId) {
case -1:
++_currentPlayerNumb;
if (_currentPlayerNumb > 3)
_currentPlayerNumb = 0;
if (_showPlayerTurn) {
_currentPlayerArrow.show();
switch (_currentPlayerNumb) {
case 0:
_currentPlayerArrow.setStrip(3);
break;
case 1:
_currentPlayerArrow.setStrip(4);
break;
case 2:
subD1975(174, 107);
_currentPlayerArrow.setStrip(1);
break;
case 3:
subC4CEC();
_currentPlayerArrow.setStrip(2);
break;
default:
break;
}
if (!_autoplay)
_delayedFunction = &Scene1337::handlePlayerTurn;
else
handlePlayerTurn();
} else {
handlePlayerTurn();
}
break;
case 0:
_aSound2.play(62);
actionDisplay(1330, 135, 159, 10, 1, 200, 0, 7, 0, 154, 154);
actionDisplay(1330, 121, 20, 99, 1, 136, 0, 7, 0, 172, 172);
actionDisplay(1330, 122, 300, 99, 1, 136, 0, 7, 0, 117, 117);
R2_GLOBALS._sceneObjects->draw();
actionDisplay(1330, 123, 159, 134, 1, 200, 0, 7, 0, 105, 105);
break;
case 1:
_aSound2.play(62);
actionDisplay(1330, 151, 300, 99, 1, 136, 0, 7, 0, 117, 117);
actionDisplay(1330, 118, 20, 99, 1, 136, 0, 7, 0, 172, 172);
actionDisplay(1330, 119, 159, 10, 1, 200, 0, 7, 0, 154, 154);
R2_GLOBALS._sceneObjects->draw();
actionDisplay(1330, 120, 159, 134, 1, 200, 0, 7, 0, 105, 105);
break;
case 2:
_aSound2.play(62);
actionDisplay(1330, 134, 159, 134, 1, 200, 0, 7, 0, 105, 105);
actionDisplay(1330, 124, 20, 99, 1, 136, 0, 7, 0, 172, 172);
actionDisplay(1330, 126, 159, 10, 1, 200, 0, 7, 0, 154, 154);
R2_GLOBALS._sceneObjects->draw();
actionDisplay(1330, 125, 300, 99, 1, 136, 0, 7, 0, 117, 117);
break;
case 3:
_aSound2.play(62);
actionDisplay(1330, 150, 20, 99, 1, 136, 0, 7, 0, 172, 172);
actionDisplay(1330, 115, 300, 99, 1, 136, 0, 7, 0, 117, 117);
actionDisplay(1330, 116, 159, 10, 1, 200, 0, 7, 0, 154, 154);
R2_GLOBALS._sceneObjects->draw();
actionDisplay(1330, 117, 159, 134, 1, 200, 0, 7, 0, 105, 105);
break;
default:
break;
}
if (_winnerId != -1)
R2_GLOBALS._sceneManager.changeScene(125);
}
void Scene1337::handlePlayerTurn() {
if (_showPlayerTurn)
_currentPlayerArrow.hide();
switch (_currentPlayerNumb) {
case 2:
subC4CD2();
if (_displayHelpFl)
actionDisplay(1330, 114, 159, 10, 1, 200, 0, 7, 0, 154, 154);
_displayHelpFl = false;
// fall through
case 0:
// fall through
case 1:
// fall through
case 3:
_actionItem.setAction(&_action4);
default:
break;
}
_showPlayerTurn = true;
}
bool Scene1337::isStationCard(int cardId) {
switch (cardId) {
case 10:
// No break on purpose
case 12:
// No break on purpose
case 15:
// No break on purpose
case 17:
// No break on purpose
case 18:
// No break on purpose
case 19:
// No break on purpose
case 20:
// No break on purpose
case 21:
return true;
default:
return false;
}
}
bool Scene1337::isStopConstructionCard(int cardId) {
switch (cardId) {
case 11:
// No break on purpose
case 14:
// No break on purpose
case 16:
// No break on purpose
case 24:
return true;
default:
return false;
}
}
int Scene1337::getStationId(int playerId, int handCardId) {
if ((_gameBoardSide[playerId]._handCard[handCardId]._cardId > 1) && (_gameBoardSide[playerId]._handCard[handCardId]._cardId <= 9))
return handCardId;
return -1;
}
int Scene1337::findPlatformCardInHand(int playerId) {
for (int i = 0; i <= 3; i++) {
if (_gameBoardSide[playerId]._handCard[i]._cardId == 1)
return i;
}
return -1;
}
int Scene1337::findMeteorCardInHand(int playerId) {
for (int i = 0; i <= 3; i++) {
if (_gameBoardSide[playerId]._handCard[i]._cardId == 13)
return i;
}
return -1;
}
int Scene1337::findThieftCardInHand(int playerId) {
for (int i = 0; i <= 3; i++) {
if (_gameBoardSide[playerId]._handCard[i]._cardId == 25)
return i;
}
return -1;
}
int Scene1337::isDelayCard(int cardId) {
switch (cardId) {
case 11:
// No break on purpose
case 14:
// No break on purpose
case 16:
// No break on purpose
case 24:
return cardId;
break;
default:
return -1;
break;
}
}
int Scene1337::getStationCardId(int cardId) {
switch (cardId) {
case 10:
// No break on purpose
case 12:
// No break on purpose
case 15:
// No break on purpose
case 17:
// No break on purpose
case 18:
// No break on purpose
case 19:
// No break on purpose
case 20:
// No break on purpose
case 21:
return cardId;
default:
return -1;
}
}
void Scene1337::handlePlayer01Discard(int playerId) {
switch (playerId) {
case 0:
for (int i = 0; i <= 3; i++) {
if (getStationCardId(_gameBoardSide[playerId]._handCard[i]._cardId) != -1) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
if (isDelayCard(_gameBoardSide[playerId]._handCard[i]._cardId) != -1) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Outpost Card
if ((_gameBoardSide[playerId]._handCard[i]._cardId > 1) && (_gameBoardSide[playerId]._handCard[i]._cardId <= 9)) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
if ((_gameBoardSide[playerId]._handCard[i]._cardId >= 26) && (_gameBoardSide[playerId]._handCard[i]._cardId <= 33)) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Station Card
if (_gameBoardSide[playerId]._handCard[i]._cardId == 1) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Thief card
if (_gameBoardSide[playerId]._handCard[i]._cardId == 25) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Meteor Card
if (_gameBoardSide[playerId]._handCard[i]._cardId == 13) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
break;
case 1:
for (int i = 0; i <= 3; i++) {
if ((_gameBoardSide[playerId]._handCard[i]._cardId >= 26) && (_gameBoardSide[playerId]._handCard[i]._cardId <= 33)) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Station Card
if (_gameBoardSide[playerId]._handCard[i]._cardId == 1) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Outpost Card
if ((_gameBoardSide[playerId]._handCard[i]._cardId > 1) && (_gameBoardSide[playerId]._handCard[i]._cardId <= 9)) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
if (getStationCardId(_gameBoardSide[playerId]._handCard[i]._cardId) != -1) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
if (isDelayCard(_gameBoardSide[playerId]._handCard[i]._cardId) != -1) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Thief card
if (_gameBoardSide[playerId]._handCard[i]._cardId == 25) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
for (int i = 0; i <= 3; i++) {
// Meteor Card
if (_gameBoardSide[playerId]._handCard[i]._cardId == 13) {
discardCard(&_gameBoardSide[playerId]._handCard[i]);
return;
}
}
break;
default:
break;
}
}
void Scene1337::playThieftCard(int playerId, Card *card, int victimId) {
_actionPlayerIdx = playerId;
_actionVictimIdx = victimId;
int randIndx;
for (;;) {
randIndx = R2_GLOBALS._randomSource.getRandomNumber(3);
if (_gameBoardSide[victimId]._handCard[randIndx]._cardId != 0)
break;
}
_actionCard1 = card;
_actionCard2 = &_gameBoardSide[victimId]._emptyStationPos;
_actionCard3 = &_gameBoardSide[victimId]._handCard[randIndx];
_actionItem.setAction(&_action11);
}
int Scene1337::getPreventionCardId(int cardId) {
int retVal;
switch (cardId) {
case 10:
retVal = 2;
break;
case 12:
retVal = 3;
break;
case 15:
retVal = 5;
break;
case 17:
retVal = 9;
break;
case 18:
retVal = 6;
break;
case 19:
retVal = 4;
break;
case 20:
retVal = 8;
break;
case 21:
retVal = 7;
break;
default:
retVal = -1;
}
return retVal;
}
bool Scene1337::isAttackPossible(int victimId, int cardId) {
if (victimId < 0 || victimId >= ARRAYSIZE(_gameBoardSide))
error("Scene1337::isAttackPossible() victimId:%d out of range 0 to %d", victimId, ARRAYSIZE(_gameBoardSide)-1);
for (int i = 0; i <= 7; i++) {
if (_gameBoardSide[victimId]._outpostStation[i]._cardId != 0) {
if (getPreventionCardId(cardId) == _gameBoardSide[victimId]._outpostStation[i]._cardId)
return false;
}
}
return true;
}
int Scene1337::getPlayerWithOutpost(int playerId) {
int randPlayerId = R2_GLOBALS._randomSource.getRandomNumber(3);
for (int i = 0; i <= 3; i++) {
if (randPlayerId != playerId) {
for (int j = 0; j <= 7; j++) {
if (_gameBoardSide[randPlayerId]._outpostStation[j]._cardId != 0)
return randPlayerId;
}
}
if (playerId == 1) {
randPlayerId--;
if (randPlayerId < 0)
randPlayerId = 3;
} else {
++randPlayerId;
if (randPlayerId > 3)
randPlayerId = 0;
}
}
return -1;
}
bool Scene1337::checkAntiDelayCard(int delayCardId, int cardId) {
if ((delayCardId == 11) && (cardId == 26)) // Diplomacy
return true;
if ((delayCardId == 14) && (cardId == 30)) // Cure
return true;
if ((delayCardId == 16) && (cardId == 32)) // Agreement
return true;
if ((delayCardId == 24) && (cardId == 28)) // Innovation
return true;
return false;
}
void Scene1337::playStationCard(Card *station, Card *platform) {
_actionCard1 = station;
_actionCard2 = platform;
_actionItem.setAction(&_action7);
}
int Scene1337::getRandomCardFromHand(int playerId) {
if ( (_gameBoardSide[playerId]._handCard[0]._cardId == 0)
&& (_gameBoardSide[playerId]._handCard[1]._cardId == 0)
&& (_gameBoardSide[playerId]._handCard[2]._cardId == 0)
&& (_gameBoardSide[playerId]._handCard[3]._cardId == 0))
return -1;
int randIndx;
for (;;) {
randIndx = R2_GLOBALS._randomSource.getRandomNumber(3);
if (_gameBoardSide[playerId]._handCard[randIndx]._cardId != 0)
break;
}
return randIndx;
}
void Scene1337::playPlatformCard(Card *card, Card *dest) {
_actionCard1 = card;
_actionCard2 = dest;
_actionItem.setAction(&_action6);
}
void Scene1337::playDelayCard(Card *card, Card *dest) {
_actionCard1 = card;
_actionCard2 = dest;
_actionItem.setAction(&_action9);
}
void Scene1337::playAntiDelayCard(Card *card, Card *dest) {
_actionCard1 = card;
_actionCard2 = dest;
_actionItem.setAction(&_action8);
// WORKAROUND: Restore the default cursor and for a call to signal.
// This works around the cursor caching we got rid of, and avoid
// the game ends in an eternal loop when a player reacts to another player
// attack.
setCursorData(5, 1, 4);
signal();
}
Scene1337::Card *Scene1337::getStationCard(int playerId) {
for (int i = 0; i <= 7; i++) {
if ((_gameBoardSide[playerId]._outpostStation[i]._cardId >= 1) && (_gameBoardSide[playerId]._outpostStation[i]._cardId <= 9))
return &_gameBoardSide[playerId]._outpostStation[i];
}
return nullptr;
}
void Scene1337::playCentralOutpostCard(Card *card, int playerId) {
_actionCard1 = card;
_actionCard2 = getStationCard(playerId);
_actionCard3 = &_gameBoardSide[playerId]._emptyStationPos;
_actionPlayerIdx = playerId;
_actionItem.setAction(&_action10);
}
void Scene1337::discardCard(Card *card) {
_actionCard1 = card;
_actionItem.setAction(&_action5);
}
void Scene1337::subC4CD2() {
if (R2_GLOBALS._v57709 > 0) {
subD1917();
subD1940(false); // _v5780C--
}
}
void Scene1337::subC4CEC() {
if (R2_GLOBALS._v57709 == 0) {
subD18F5();
subD1940(true); // _v5780C++
}
}
// Play Interceptor card
void Scene1337::playInterceptorCard(Card *subObj1, Card *subObj2) {
_actionCard1 = subObj1;
_actionCard2 = subObj2;
_actionItem.setAction(&_action13);
}
void Scene1337::displayDialog(int dialogNumb) {
switch (dialogNumb - 1) {
case 0:
actionDisplay(1330, 53, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 1:
actionDisplay(1330, 57, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 2:
actionDisplay(1330, 58, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 3:
actionDisplay(1330, 59, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 4:
actionDisplay(1330, 60, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 5:
actionDisplay(1330, 61, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 6:
actionDisplay(1330, 62, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 7:
actionDisplay(1330, 63, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 8:
actionDisplay(1330, 64, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 9:
actionDisplay(1330, 65, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 10:
actionDisplay(1330, 67, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 11:
actionDisplay(1330, 69, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 12:
actionDisplay(1330, 71, 159, 10, 1, 200, 0, 7, 0, 154, 154);
actionDisplay(1330, 72, 159, 10, 1, 200, 0, 7, 0, 154, 154);
actionDisplay(1330, 73, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 13:
actionDisplay(1330, 79, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 14:
actionDisplay(1330, 81, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
actionDisplay(1330, 83, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 16:
actionDisplay(1330, 85, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 17:
actionDisplay(1330, 87, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 18:
actionDisplay(1330, 89, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 19:
actionDisplay(1330, 91, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
actionDisplay(1330, 93, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 23:
actionDisplay(1330, 95, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 24:
actionDisplay(1330, 97, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 25:
actionDisplay(1330, 104, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 26:
actionDisplay(1330, 105, 159, 10, 1, 200, 0, 7, 0, 154, 154);
actionDisplay(1330, 106, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 27:
actionDisplay(1330, 110, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 28:
actionDisplay(1330, 108, 159, 10, 1, 200, 0, 7, 0, 154, 154);
actionDisplay(1330, 109, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 29:
actionDisplay(1330, 111, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 31:
actionDisplay(1330, 112, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
}
void Scene1337::subPostInit() {
R2_GLOBALS._v57709 = 0;
R2_GLOBALS._v5780C = 0;
updateCursorId(1, false);
subD1940(true); // _v5780C++
subD18F5();
// loadScene(1330);
// SceneExt::postInit();
R2_GLOBALS._scenePalette.addRotation(224, 235, 1);
_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;
_cardsAvailableNumb = 98;
_currentDiscardIndex = 98; // CHECKME: Would make more sense at pos 99
_discardPile._cardId = 0;
_discardPile._stationPos = Common::Point(128, 95);
_stockCard._cardId = 0;
_stockCard._stationPos = Common::Point(162, 95);
_selectedCard._cardId = 0;
_animatedCard._card.postInit();
_animatedCard._card.setVisage(1332);
_animatedCard._card.setStrip(5);
_animatedCard._card.setFrame(1);
_animatedCard._card._moveDiff = Common::Point(10, 10);
_animatedCard._card.fixPriority(400);
_animatedCard._card.setPosition(Common::Point(128, 95), 0);
_animatedCard._card.animate(ANIM_MODE_2, NULL);
_animatedCard._card.hide();
_currentPlayerArrow.postInit();
_currentPlayerArrow.setVisage(1334);
_currentPlayerArrow.setStrip(1);
_currentPlayerArrow.setFrame(1);
_currentPlayerArrow._numFrames = 12;
_currentPlayerArrow.fixPriority(500);
_currentPlayerArrow.setPosition(Common::Point(174, 107), 0);
_currentPlayerArrow.animate(ANIM_MODE_2, NULL);
_currentPlayerArrow.hide();
_showPlayerTurn = true;
_displayHelpFl = false;
_winnerId = -1;
_helpIcon.postInit();
_helpIcon.setup(9531, 1, 1);
_helpIcon.setPosition(Common::Point(249, 168));
_helpIcon.setPriority(155);
_helpIcon._effect = EFFECT_NONE;
_helpIcon.show();
_autoplay = false;
_instructionsDisplayedFl = false;
_instructionsWaitCount = 0;
}
void Scene1337::suggestInstructions() {
if (R2_GLOBALS._v57709 > 0)
subD1917();
if (MessageDialog::show(NEED_INSTRUCTIONS, NO_MSG, YES_MSG) == 0) {
if (R2_GLOBALS._v57709 == 0)
subD18F5();
dealCards();
} else {
if (R2_GLOBALS._v57709 == 0)
subD18F5();
displayInstructions();
}
}
void Scene1337::displayInstructions() {
_actionItem.setAction(&_action1);
}
void Scene1337::shuffleCards() {
R2_GLOBALS._sceneObjects->draw();
// Remove holes in card pile
for (int i = 0; i <= 98; i++) {
if (_availableCardsPile[i] == 0) {
for (int j = i + 1; j <= 98; j ++) {
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 (_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;
_currentDiscardIndex = 98; // CHECKME: Would make more sense at pos 99
break;
}
}
for (int i = 0; i < 2000; i ++) {
int randIndx = R2_GLOBALS._randomSource.getRandomNumber(_cardsAvailableNumb);
int swap = _availableCardsPile[0];
_availableCardsPile[0] = _availableCardsPile[randIndx];
_availableCardsPile[randIndx] = swap;
}
_shuffleEndedFl = false;
// Shuffle cards
_animatedCard._card.setAction(&_action2);
while(!_shuffleEndedFl && !g_vm->shouldQuit()) {
g_globals->_sceneObjects->recurse(SceneHandler::dispatchObject);
g_globals->_scenePalette.signalListeners();
R2_GLOBALS._sceneObjects->draw();
g_globals->_events.delay(g_globals->_sceneHandler->_delayTicks);
}
}
void Scene1337::dealCards() {
_animatedCard._card._moveDiff = Common::Point(30, 30);
shuffleCards();
// Deal cards
_actionItem.setAction(&_action3);
}
void Scene1337::showOptionsDialog() {
// Display menu with "Auto Play", "New Game", "Quit" and "Continue"
OptionsDialog::show();
}
void Scene1337::handleClick(int arg1, Common::Point pt) {
int curReg = R2_GLOBALS._sceneRegions.indexOf(g_globals->_events._mousePos);
if (arg1 == 3) {
bool found = false;
int i;
for (i = 0; i <= 7; i++) {
if ( _gameBoardSide[2]._outpostStation[i].isIn(pt)
|| _gameBoardSide[0]._outpostStation[i].isIn(pt)
|| _gameBoardSide[1]._outpostStation[i].isIn(pt)
|| _gameBoardSide[3]._outpostStation[i].isIn(pt) ) {
found = true;
break;
}
}
if (found) {
switch (curReg) {
case 5:
if (_gameBoardSide[2]._outpostStation[i]._cardId != 0)
displayDialog(_gameBoardSide[2]._outpostStation[i]._cardId);
else
actionDisplay(1330, 20, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 10:
if (_gameBoardSide[3]._outpostStation[i]._cardId != 0)
displayDialog(_gameBoardSide[3]._outpostStation[i]._cardId);
else
actionDisplay(1330, 22, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
if (_gameBoardSide[0]._outpostStation[i]._cardId != 0)
displayDialog(_gameBoardSide[0]._outpostStation[i]._cardId);
else
actionDisplay(1330, 21, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
if (_gameBoardSide[1]._outpostStation[i]._cardId != 0)
displayDialog(_gameBoardSide[1]._outpostStation[i]._cardId);
else
actionDisplay(1330, 23, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
} else if ( _gameBoardSide[2]._delayCard.isIn(pt)
|| _gameBoardSide[0]._delayCard.isIn(pt)
|| _gameBoardSide[1]._delayCard.isIn(pt)
|| _gameBoardSide[3]._delayCard.isIn(pt) ) {
switch (curReg) {
case 5:
if (_gameBoardSide[2]._delayCard._cardId != 0)
displayDialog(_gameBoardSide[2]._delayCard._cardId);
else
actionDisplay(1330, 10, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 10:
if (_gameBoardSide[3]._delayCard._cardId != 0)
displayDialog(_gameBoardSide[3]._delayCard._cardId);
else
actionDisplay(1330, 16, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
if (_gameBoardSide[0]._delayCard._cardId != 0)
displayDialog(_gameBoardSide[0]._delayCard._cardId);
else
actionDisplay(1330, 13, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
if (_gameBoardSide[1]._delayCard._cardId != 0)
displayDialog(_gameBoardSide[1]._delayCard._cardId);
else
actionDisplay(1330, 18, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
} else if (_discardPile.isIn(pt)) {
if (_discardPile._cardId != 0)
displayDialog(_discardPile._cardId);
else
actionDisplay(1330, 7, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (_helpIcon._bounds.contains(pt))
actionDisplay(1330, 43, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else if (_stockCard.isIn(pt))
actionDisplay(1330, 4, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else if ( (_gameBoardSide[2]._emptyStationPos.isIn(pt))
|| (_gameBoardSide[3]._emptyStationPos.isIn(pt))
|| (_gameBoardSide[0]._emptyStationPos.isIn(pt))
|| (_gameBoardSide[1]._emptyStationPos.isIn(pt)) )
actionDisplay(1330, 32, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else if (_gameBoardSide[2]._handCard[0].isIn(pt))
displayDialog(_gameBoardSide[2]._handCard[0]._cardId);
else if (_gameBoardSide[2]._handCard[1].isIn(pt))
displayDialog(_gameBoardSide[2]._handCard[1]._cardId);
else if (_gameBoardSide[2]._handCard[2].isIn(pt))
displayDialog(_gameBoardSide[2]._handCard[2]._cardId);
else if (_gameBoardSide[2]._handCard[3].isIn(pt))
displayDialog(_gameBoardSide[2]._handCard[3]._cardId);
else if ((curReg >= 6) && (curReg <= 9))
actionDisplay(1330, 29, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else if ((curReg >= 11) && (curReg <= 14))
actionDisplay(1330, 31, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else if ((curReg >= 16) && (curReg <= 19))
actionDisplay(1330, 30, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else {
switch (curReg) {
case 0:
actionDisplay(1330, 2, 159, 134, 1, 200, 0, 7, 0, 105, 105);
break;
case 5:
actionDisplay(1330, 25, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 10:
actionDisplay(1330, 27, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
actionDisplay(1330, 26, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
actionDisplay(1330, 28, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 21:
actionDisplay(1330, 24, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
}
}
if (arg1 != 1)
return;
for (int i = 0; i <= 7; i++) {
if (_gameBoardSide[2]._outpostStation[i].isIn(pt)) {
switch (_gameBoardSide[2]._outpostStation[i]._cardId) {
case 0:
actionDisplay(1330, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 1:
actionDisplay(1330, 54, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
actionDisplay(1330, 34, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
}
return;
}
if (_gameBoardSide[0]._outpostStation[i].isIn(pt)) {
switch (_gameBoardSide[0]._outpostStation[i]._cardId) {
case 0:
actionDisplay(1330, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
actionDisplay(1330, 1, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
}
return;
}
if (_gameBoardSide[1]._outpostStation[i].isIn(pt)) {
switch (_gameBoardSide[1]._outpostStation[i]._cardId) {
case 0:
actionDisplay(1330, 146, 300, 99, 1, 136, 0, 7, 0, 117, 117);
break;
default:
actionDisplay(1330, 144, 300, 99, 1, 136, 0, 7, 0, 117, 117);
break;
}
return;
}
if (_gameBoardSide[3]._outpostStation[i].isIn(pt)) {
switch (_gameBoardSide[3]._outpostStation[i]._cardId) {
case 0:
actionDisplay(1330, 147, 20, 99, 1, 136, 0, 7, 0, 172, 172);
break;
default:
actionDisplay(1330, 145, 20, 99, 1, 136, 0, 7, 0, 172, 172);
break;
}
return;
}
}
if (_gameBoardSide[2]._delayCard.isIn(pt)) {
// The original uses _gameBoardSide[0], which is obviously a bug.
if (_gameBoardSide[2]._delayCard._cardId != 0)
actionDisplay(1330, 39, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else
actionDisplay(1330, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
return;
}
if (_gameBoardSide[3]._delayCard.isIn(pt)) {
if (_gameBoardSide[3]._delayCard._cardId != 0)
actionDisplay(1330, 145, 20, 99, 1, 136, 0, 7, 0, 172, 172);
else
actionDisplay(1330, 147, 20, 99, 1, 136, 0, 7, 0, 172, 172);
return;
}
if (_gameBoardSide[1]._delayCard.isIn(pt)) {
if (_gameBoardSide[1]._delayCard._cardId != 0)
actionDisplay(1330, 144, 300, 99, 1, 136, 0, 7, 0, 117, 117);
else
actionDisplay(1330, 146, 300, 99, 1, 136, 0, 7, 0, 117, 117);
return;
}
if (_gameBoardSide[0]._delayCard.isIn(pt)) {
if (_gameBoardSide[0]._delayCard._cardId != 0)
actionDisplay(1330, 1, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else
actionDisplay(1330, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
return;
}
if (_gameBoardSide[3]._emptyStationPos.isIn(pt)) {
actionDisplay(1330, 147, 20, 99, 1, 136, 0, 7, 0, 172, 172);
return;
}
if (_gameBoardSide[1]._emptyStationPos.isIn(pt)) {
actionDisplay(1330, 146, 300, 99, 1, 136, 0, 7, 0, 117, 117);
return;
}
if (_gameBoardSide[0]._emptyStationPos.isIn(pt)) {
actionDisplay(1330, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
return;
}
if (_helpIcon._bounds.contains(pt)) {
showOptionsDialog();
return;
}
if (_discardPile.isIn(pt))
actionDisplay(1330, 9, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else if (_stockCard.isIn(pt))
actionDisplay(1330, 5, 159, 10, 1, 200, 0, 7, 0, 154, 154);
else {
switch (curReg) {
case 0:
actionDisplay(1330, 3, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 6:
// no break on purpose
case 7:
// no break on purpose
case 8:
// no break on purpose
case 9:
actionDisplay(1330, 145, 20, 99, 1, 136, 0, 7, 0, 172, 172);
break;
case 10:
actionDisplay(1330, 147, 20, 99, 1, 136, 0, 7, 0, 172, 172);
break;
case 11:
// no break on purpose
case 12:
// no break on purpose
case 13:
// no break on purpose
case 14:
actionDisplay(1330, 1, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 16:
// no break on purpose
case 17:
// no break on purpose
case 18:
// no break on purpose
case 19:
actionDisplay(1330, 144, 300, 99, 1, 136, 0, 7, 0, 117, 117);
break;
case 20:
actionDisplay(1330, 146, 300, 99, 1, 136, 0, 7, 0, 117, 117);
break;
default:
actionDisplay(1330, 11, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
}
}
}
void Scene1337::handlePlayer0() {
if (_gameBoardSide[0]._delayCard._cardId != 0) {
switch (_gameBoardSide[0]._delayCard._cardId) {
case 10:
//No break on purpose
case 12:
//No break on purpose
case 15:
//No break on purpose
case 17:
//No break on purpose
case 18:
//No break on purpose
case 19:
//No break on purpose
case 20:
//No break on purpose
case 21:
discardCard(&_gameBoardSide[0]._delayCard);
return;
default:
for (int i = 0; i <= 3; i++) {
if (checkAntiDelayCard(_gameBoardSide[0]._delayCard._cardId, _gameBoardSide[0]._handCard[i]._cardId)) {
playAntiDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[0]._delayCard);
return;
}
}
break;
}
}
for (int i = 0; i <= 3; i++) {
int tmpVal = getStationId(0, i);
if (tmpVal != -1) {
bool stationAlreadyPresentFl = false;
for (int j = 0; j <= 7; j++) {
if (_gameBoardSide[0]._outpostStation[j]._cardId == _gameBoardSide[0]._handCard[tmpVal]._cardId) {
stationAlreadyPresentFl = true;
break;
}
}
if (!stationAlreadyPresentFl) {
for (int j = 0; j <= 7; j++) {
if ((_gameBoardSide[0]._outpostStation[j]._cardId == 1) && !isStopConstructionCard(_gameBoardSide[0]._delayCard._cardId)) {
int stationCount = 0;
for (int k = 0; k <= 7; k++) {
if ((_gameBoardSide[0]._outpostStation[k]._cardId > 1) && (_gameBoardSide[0]._outpostStation[k]._cardId <= 9)) {
++stationCount;
}
}
if (stationCount == 7)
_winnerId = 0;
playStationCard(&_gameBoardSide[0]._handCard[tmpVal], &_gameBoardSide[0]._outpostStation[j]);
return;
}
}
}
}
}
int tmpVal = findPlatformCardInHand(0);
if (tmpVal != -1) {
for (int i = 0; i <= 7; i++) {
if ((_gameBoardSide[0]._outpostStation[i]._cardId == 0) && !isStopConstructionCard(_gameBoardSide[0]._delayCard._cardId)) {
playPlatformCard(&_gameBoardSide[0]._handCard[tmpVal], &_gameBoardSide[0]._outpostStation[i]);
return;
}
}
}
int meteorCardId = findMeteorCardInHand(0);
if (meteorCardId != -1) {
for (int i = 0; i <= 7; i++) {
if (_gameBoardSide[2]._outpostStation[i]._cardId != 0) {
playCentralOutpostCard(&_gameBoardSide[0]._handCard[meteorCardId], 2);
return;
}
}
}
int thieftId = findThieftCardInHand(0);
if (thieftId != -1) {
if ( (_gameBoardSide[2]._handCard[0]._cardId != 0)
|| (_gameBoardSide[2]._handCard[1]._cardId != 0)
|| (_gameBoardSide[2]._handCard[2]._cardId != 0)
|| (_gameBoardSide[2]._handCard[3]._cardId != 0) ) {
playThieftCard(0, &_gameBoardSide[0]._handCard[thieftId], 2);
return;
}
}
for (int i = 0; i <= 3; i++) {
if ((isDelayCard(_gameBoardSide[0]._handCard[i]._cardId) != -1)
&& (_gameBoardSide[2]._delayCard._cardId == 0)
&& isAttackPossible(2, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[2]._delayCard);
return;
}
}
for (int i = 0; i <= 3; i++) {
if ((getStationCardId(_gameBoardSide[0]._handCard[i]._cardId) != -1)
&& (_gameBoardSide[2]._delayCard._cardId == 0)
&& isAttackPossible(2, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[2]._delayCard);
return;
}
}
meteorCardId = findMeteorCardInHand(0);
int victimId = getPlayerWithOutpost(0);
if ((meteorCardId != -1) && (victimId != -1)) {
playCentralOutpostCard(&_gameBoardSide[0]._handCard[meteorCardId], victimId);
return;
}
thieftId = findThieftCardInHand(0);
if (thieftId != -1) {
if ( (_gameBoardSide[1]._handCard[0]._cardId != 0)
|| (_gameBoardSide[1]._handCard[1]._cardId != 0)
|| (_gameBoardSide[1]._handCard[2]._cardId != 0)
|| (_gameBoardSide[1]._handCard[3]._cardId != 0) ) {
playThieftCard(0, &_gameBoardSide[0]._handCard[thieftId], 1);
return;
}
}
for (int i = 0; i <= 3; i++) {
if (getStationCardId(_gameBoardSide[0]._handCard[i]._cardId) != -1) {
if ((_gameBoardSide[1]._delayCard._cardId == 0) && isAttackPossible(1, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[1]._delayCard);
return;
}
if ((_gameBoardSide[3]._delayCard._cardId == 0) && isAttackPossible(3, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[3]._delayCard);
return;
}
}
}
for (int i = 0; i <= 3; i++) {
tmpVal = isDelayCard(_gameBoardSide[0]._handCard[i]._cardId);
if (tmpVal != -1) {
if ((_gameBoardSide[1]._delayCard._cardId == 0) && isAttackPossible(1, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[1]._delayCard);
return;
}
if ((_gameBoardSide[3]._delayCard._cardId == 0) && isAttackPossible(3, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[3]._delayCard);
return;
}
}
}
handlePlayer01Discard(0);
}
void Scene1337::handlePlayer1() {
if (this->_gameBoardSide[1]._delayCard._cardId != 0) {
switch (_gameBoardSide[1]._delayCard._cardId) {
case 10:
// No break on purpose
case 12:
// No break on purpose
case 15:
// No break on purpose
case 17:
// No break on purpose
case 18:
// No break on purpose
case 19:
// No break on purpose
case 20:
// No break on purpose
case 21:
discardCard(&_gameBoardSide[1]._delayCard);
return;
default:
for (int i = 0; i <= 3; i++) {
if (checkAntiDelayCard(_gameBoardSide[1]._delayCard._cardId, _gameBoardSide[1]._handCard[i]._cardId)) {
playAntiDelayCard(&_gameBoardSide[1]._handCard[i], &_gameBoardSide[1]._delayCard);
return;
}
}
break;
}
}
for (int i = 0; i <= 3; i++) {
int tmpIndx = getStationId(1, i);
if (tmpIndx == -1)
break;
int tmpVal = 0;
for (int j = 0; j <= 7; j++) {
if (_gameBoardSide[1]._outpostStation[j]._cardId == _gameBoardSide[1]._handCard[tmpIndx]._cardId) {
tmpVal = 1;
break;
}
}
if (tmpVal == 0)
break;
for (int j = 0; j <= 7; j++) {
if ((_gameBoardSide[1]._outpostStation[j]._cardId == 1) && !isStopConstructionCard(_gameBoardSide[1]._delayCard._cardId)) {
int stationCount = 0;
for (int k = 0; k <= 7; k++) {
if ((_gameBoardSide[1]._outpostStation[k]._cardId > 1) && (_gameBoardSide[1]._outpostStation[k]._cardId <= 9))
++stationCount;
}
if (stationCount == 7)
_winnerId = 1;
playStationCard(&_gameBoardSide[1]._handCard[tmpIndx], &_gameBoardSide[1]._outpostStation[j]);
return;
}
}
}
int normalCardId = findPlatformCardInHand(1);
if (normalCardId != -1) {
for (int i = 0; i <= 7; i++) {
if ((_gameBoardSide[1]._outpostStation[i]._cardId == 0) && !isStopConstructionCard(_gameBoardSide[1]._delayCard._cardId)) {
playPlatformCard(&_gameBoardSide[1]._handCard[normalCardId], &_gameBoardSide[1]._outpostStation[i]);
return;
}
}
}
int meterorCardId = findMeteorCardInHand(1);
int victimId = getPlayerWithOutpost(1);
if ((meterorCardId != -1) && (victimId != -1)) {
playCentralOutpostCard(&_gameBoardSide[1]._handCard[meterorCardId], victimId);
return;
}
int thieftId = findThieftCardInHand(1);
if (thieftId != -1) {
int playerIdFound = -1;
int rndVal = R2_GLOBALS._randomSource.getRandomNumber(3);
for (int i = 0; i <= 3; i++) {
if (rndVal != 1) {
if ( (_gameBoardSide[rndVal]._handCard[0]._cardId != 0)
|| (_gameBoardSide[rndVal]._handCard[1]._cardId != 0)
|| (_gameBoardSide[rndVal]._handCard[2]._cardId != 0)
|| (_gameBoardSide[rndVal]._handCard[3]._cardId != 0)) {
playerIdFound = rndVal;
break;
}
}
// The original was only updating in the rndVal block,
// which was a bug as the checks were stopping at this point
rndVal--;
if (rndVal < 0)
rndVal = 3;
}
if (playerIdFound != -1) {
playThieftCard(1, &_gameBoardSide[1]._handCard[thieftId], playerIdFound);
return;
}
}
for (int i = 0; i <= 3; i++) {
int tmpVal = isDelayCard(_gameBoardSide[1]._handCard[i]._cardId);
if (tmpVal != -1) {
victimId = -1;
int rndVal = R2_GLOBALS._randomSource.getRandomNumber(3);
for (int j = 0; j <= 3; j++) {
if (rndVal != 1) {
if ((_gameBoardSide[rndVal]._delayCard._cardId == 0) && isAttackPossible(rndVal, _gameBoardSide[1]._handCard[i]._cardId))
victimId = rndVal;
}
if (victimId != -1) {
playDelayCard(&_gameBoardSide[1]._handCard[i], &_gameBoardSide[victimId]._delayCard);
return;
} else {
rndVal--;
if (rndVal < 0)
rndVal = 3;
}
}
}
}
for (int j = 0; j <= 3; j++) {
if (getStationCardId(_gameBoardSide[1]._handCard[j]._cardId) != -1) {
victimId = -1;
int rndVal = R2_GLOBALS._randomSource.getRandomNumber(3);
for (int l = 0; l <= 3; l++) {
if (rndVal != 1) {
if ((_gameBoardSide[rndVal]._delayCard._cardId == 0) && (_gameBoardSide[1]._handCard[j]._cardId == 1))
victimId = rndVal;
}
if (victimId != -1) {
playDelayCard(&_gameBoardSide[1]._handCard[j], &_gameBoardSide[victimId]._delayCard);
return;
} else {
rndVal--;
if (rndVal < 0)
rndVal = 3;
}
}
}
}
handlePlayer01Discard(1);
}
void Scene1337::handlePlayer3() {
if (_gameBoardSide[3]._delayCard._cardId != 0) {
switch (_gameBoardSide[3]._delayCard._cardId) {
case 10:
// No break on purpose
case 12:
// No break on purpose
case 15:
// No break on purpose
case 17:
// No break on purpose
case 18:
// No break on purpose
case 19:
// No break on purpose
case 20:
// No break on purpose
case 21:
discardCard(&_gameBoardSide[3]._delayCard);
return;
default:
for (int i = 0; i <= 3; i++) {
if (checkAntiDelayCard(_gameBoardSide[3]._delayCard._cardId, _gameBoardSide[3]._handCard[i]._cardId)) {
playAntiDelayCard(&_gameBoardSide[3]._handCard[i], &_gameBoardSide[3]._delayCard);
return;
}
}
break;
}
}
int randIndx = R2_GLOBALS._randomSource.getRandomNumber(3);
if (_gameBoardSide[3]._handCard[randIndx]._cardId == 1) {
// Station Card
for (int i = 0; i <= 7; i++) {
if ((_gameBoardSide[3]._outpostStation[i]._cardId == 0) && !isStopConstructionCard(_gameBoardSide[3]._delayCard._cardId)) {
playPlatformCard(&_gameBoardSide[3]._handCard[randIndx], &_gameBoardSide[3]._outpostStation[i]);
return;
}
}
} else if (_gameBoardSide[3]._handCard[randIndx]._cardId <= 9) {
// Outpost Card
for (int i = 0; i <= 7; i++) {
if (_gameBoardSide[3]._outpostStation[i]._cardId == _gameBoardSide[3]._handCard[randIndx]._cardId) {
discardCard(&_gameBoardSide[3]._handCard[randIndx]);
return;
}
}
for (int i = 0; i <= 7; i++) {
if ((_gameBoardSide[3]._outpostStation[i]._cardId == 1) && !isStopConstructionCard(_gameBoardSide[3]._delayCard._cardId)) {
int stationCount = 0;
for (int j = 0; j <= 7; j++) {
if ((_gameBoardSide[3]._outpostStation[j]._cardId > 1) && (_gameBoardSide[3]._outpostStation[j]._cardId <= 9))
++stationCount;
}
if (stationCount == 7)
_winnerId = 3;
playStationCard(&_gameBoardSide[3]._handCard[randIndx], &_gameBoardSide[3]._outpostStation[i]);
return;
}
}
} else if (_gameBoardSide[3]._handCard[randIndx]._cardId == 13) {
// Meteor Card
int victimId = getPlayerWithOutpost(3);
if (victimId != -1) {
playCentralOutpostCard(&_gameBoardSide[3]._handCard[randIndx], victimId);
return;
}
} else if (_gameBoardSide[3]._handCard[randIndx]._cardId == 25) {
// Thief card
int victimId = -1;
int tmpRandIndx = R2_GLOBALS._randomSource.getRandomNumber(3);
for (int i = 0; i <= 3; i++) {
if ( (tmpRandIndx != 3)
&& ( (_gameBoardSide[tmpRandIndx]._handCard[0]._cardId != 0)
|| (_gameBoardSide[tmpRandIndx]._handCard[1]._cardId != 0)
|| (_gameBoardSide[tmpRandIndx]._handCard[2]._cardId != 0)
|| (_gameBoardSide[tmpRandIndx]._handCard[3]._cardId != 0) )) {
victimId = tmpRandIndx;
break;
}
++tmpRandIndx;
if (tmpRandIndx > 3)
tmpRandIndx = 0;
}
if (victimId != -1) {
playThieftCard(3, &_gameBoardSide[3]._handCard[randIndx], victimId);
return;
}
} else {
switch (_gameBoardSide[3]._handCard[randIndx]._cardId) {
case 10:
// No break on purpose
case 11:
// No break on purpose
case 12:
// No break on purpose
case 14:
// No break on purpose
case 15:
// No break on purpose
case 16:
// No break on purpose
case 17:
// No break on purpose
case 18:
// No break on purpose
case 19:
// No break on purpose
case 20:
// No break on purpose
case 21:
// No break on purpose
case 24: {
int victimId = -1;
int tmpRandIndx = R2_GLOBALS._randomSource.getRandomNumber(3);
for (int i = 0; i <= 3; i++) {
if (tmpRandIndx != 3) {
if ((_gameBoardSide[tmpRandIndx]._delayCard._cardId == 0)
&& isAttackPossible(tmpRandIndx, _gameBoardSide[3]._handCard[randIndx]._cardId))
victimId = tmpRandIndx;
}
++tmpRandIndx;
if (tmpRandIndx > 3)
tmpRandIndx = 0;
if (victimId != -1)
break;
}
if (victimId != -1) {
// Useless second identical check skipped
playDelayCard(&_gameBoardSide[3]._handCard[randIndx], &_gameBoardSide[victimId]._delayCard);
return;
}
}
default:
break;
}
}
discardCard(&_gameBoardSide[3]._handCard[randIndx]);
}
void Scene1337::handleAutoplayPlayer2() {
if (getStationCardId(this->_gameBoardSide[2]._delayCard._cardId) == -1)
_delayedFunction = &Scene1337::handlePlayer2;
else
discardCard(&_gameBoardSide[2]._delayCard);
}
void Scene1337::handlePlayer2() {
_selectedCard._stationPos = g_globals->_events._mousePos;
if (R2_GLOBALS._v57810 == 200) {
// Hand
int i;
for (i = 0; i < 4; i++) {
if ((_gameBoardSide[2]._handCard[i].isIn(_selectedCard._stationPos)) && (_gameBoardSide[2]._handCard[i]._cardId != 0)) {
Card *handcard = &_gameBoardSide[2]._handCard[i];
_selectedCard._cardId = handcard->_cardId;
_selectedCard._stationPos = handcard->_stationPos;
//warning("_selectedCard._actorName = handcard->_actorName;");
//warning("_selectedCard._fieldE = handcard->_fieldE;");
//warning("_selectedCard._field10 = handcard->_field10;");
//warning("_selectedCard._field12 = handcard->_field12;");
//warning("_selectedCard._field14 = handcard->_field14;");
//warning("_selectedCard._field16 = handcard->_field16;");
_selectedCard._sceneRegionId = handcard->_sceneRegionId;
_selectedCard._position = handcard->_position;
_selectedCard._yDiff = handcard->_yDiff;
_selectedCard._bounds = handcard->_bounds;
_selectedCard._resNum = handcard->_resNum;
_selectedCard._lookLineNum = handcard->_lookLineNum;
_selectedCard._talkLineNum = handcard->_talkLineNum;
_selectedCard._useLineNum = handcard->_useLineNum;
_selectedCard._action = handcard->_action;
//warning("_selectedCard._field0 = handcard->_field0;");
_selectedCard._card._updateStartFrame = handcard->_card._updateStartFrame;
_selectedCard._card._walkStartFrame = handcard->_card._walkStartFrame;
_selectedCard._card._oldPosition = handcard->_card._oldPosition;
_selectedCard._card._percent = handcard->_card._percent;
_selectedCard._card._priority = handcard->_card._priority;
_selectedCard._card._angle = handcard->_card._angle;
_selectedCard._card._flags = handcard->_card._flags;
_selectedCard._card._xe = handcard->_card._xe;
_selectedCard._card._xs = handcard->_card._xs;
_selectedCard._card._paneRects[0] = handcard->_card._paneRects[0];
_selectedCard._card._paneRects[1] = handcard->_card._paneRects[1];
_selectedCard._card._visage = handcard->_card._visage;
_selectedCard._card._objectWrapper = handcard->_card._objectWrapper;
_selectedCard._card._strip = handcard->_card._strip;
_selectedCard._card._animateMode = handcard->_card._animateMode;
_selectedCard._card._frame = handcard->_card._frame;
_selectedCard._card._endFrame = handcard->_card._endFrame;
_selectedCard._card._loopCount = handcard->_card._loopCount;
_selectedCard._card._frameChange = handcard->_card._frameChange;
_selectedCard._card._numFrames = handcard->_card._numFrames;
_selectedCard._card._regionIndex = handcard->_card._regionIndex;
_selectedCard._card._mover = handcard->_card._mover;
_selectedCard._card._moveDiff = handcard->_card._moveDiff;
_selectedCard._card._moveRate = handcard->_card._moveRate;
_selectedCard._card._actorDestPos = handcard->_card._actorDestPos;
_selectedCard._card._endAction = handcard->_card._endAction;
_selectedCard._card._regionBitList = handcard->_card._regionBitList;
// _selectedCard._object1._actorName = handcard->_object1._actorName;
//warning("_selectedCard._card._fieldE = handcard->_card._fieldE;");
//warning("_selectedCard._card._field10 = handcard->_card._field10;");
//warning("_selectedCard._card._field12 = handcard->_card._field12;");
//warning("_selectedCard._card._field14 = handcard->_card._field14;");
//warning("_selectedCard._card._field16 = handcard->_card._field16;");
_gameBoardSide[2]._handCard[i]._cardId = 0;
_gameBoardSide[2]._handCard[i]._card.remove();
break;
}
}
if (i == 4) {
handleClick(1, _selectedCard._stationPos);
handleAutoplayPlayer2();
return;
} else {
setCursorData(1332, _selectedCard._card._strip, _selectedCard._card._frame);
R2_GLOBALS._sceneObjects->draw();
}
} else if (R2_GLOBALS._v57810 == 300) {
// Eye
handleClick(3, _selectedCard._stationPos);
handleAutoplayPlayer2();
return;
} else {
// The original code is calling a function full of dead code.
// Only this message remains after a cleanup.
MessageDialog::show(WRONG_ANSWER_MSG, OK_BTN_STRING);
//
handleAutoplayPlayer2();
return;
}
Event event;
bool found;
for (;;) {
if ( ((g_globals->_events.getEvent(event, EVENT_BUTTON_DOWN)) && (event.btnState == BTNSHIFT_RIGHT))
|| (g_globals->_events.getEvent(event, EVENT_CUSTOM_ACTIONSTART | EVENT_KEYPRESS)) ){
_selectedCard._stationPos = g_globals->_events._mousePos;
found = false;
for (int i = 0; i <= 3; i ++) {
if (_gameBoardSide[2]._handCard[i].isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if (_gameBoardSide[2]._handCard[i]._cardId == 0) {
_gameBoardSide[2]._handCard[i]._cardId = _selectedCard._cardId;
_gameBoardSide[2]._handCard[i]._card.postInit();
_gameBoardSide[2]._handCard[i]._card.hide();
_gameBoardSide[2]._handCard[i]._card.setVisage(1332);
_gameBoardSide[2]._handCard[i]._card.setPosition(_gameBoardSide[2]._handCard[i]._stationPos, 0);
_gameBoardSide[2]._handCard[i]._card.fixPriority(170);
setAnimationInfo(&_gameBoardSide[2]._handCard[i]);
setCursorData(5, 1, 4);
_currentPlayerNumb--;
_showPlayerTurn = false;
handleNextTurn();
return;
} else {
actionDisplay(1330, 127, 159, 10, 1, 200, 0, 7, 0, 154, 154);
found = true;
}
break;
}
}
if (!found) {
if (_discardPile.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
discardCard(&_selectedCard);
return;
} else if (_selectedCard._cardId == 1) {
bool isInCardFl = false;
int i;
for (i = 0; i <= 7; i++) {
if (_gameBoardSide[2]._outpostStation[i].isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
isInCardFl = true;
break;
}
}
if ((isInCardFl) && (_gameBoardSide[2]._outpostStation[i]._cardId == 0)) {
if (isDelayCard(_gameBoardSide[2]._delayCard._cardId) != -1) {
actionDisplay(1330, 55, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else {
playPlatformCard(&_selectedCard, &_gameBoardSide[2]._outpostStation[i]);
return;
}
} else {
actionDisplay(1330, 56, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else if (_selectedCard._cardId <= 9) {
bool isInCardFl = false;
int i;
for (i = 0; i <= 7; i++) {
if (_gameBoardSide[2]._outpostStation[i].isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
isInCardFl = true;
break;
}
}
if ((isInCardFl) && (_gameBoardSide[2]._outpostStation[i]._cardId == 1)) {
isInCardFl = false;
for (int j = 0; j <= 7; j++) {
if (_selectedCard._cardId == _gameBoardSide[2]._outpostStation[j]._cardId) {
isInCardFl = true;
break;
}
}
if (isInCardFl) {
// This station is already in place
actionDisplay(1330, 34, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (isDelayCard(_gameBoardSide[2]._delayCard._cardId) != -1) {
// You must eliminate your delay before you can play a station
actionDisplay(1330, 35, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else {
int stationCount = 0;
for (int k = 0; k <= 7; k++) {
if ((_gameBoardSide[2]._outpostStation[k]._cardId > 1) && (_gameBoardSide[2]._outpostStation[k]._cardId <= 9))
++stationCount;
}
if (stationCount == 7)
_winnerId = 2;
playStationCard(&_selectedCard, &_gameBoardSide[2]._outpostStation[i]);
return;
}
} else {
actionDisplay(1330, 37, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else if ((_selectedCard._cardId == 26) || (_selectedCard._cardId == 30) ||(_selectedCard._cardId == 32) || (_selectedCard._cardId == 28)) {
// Check anti-delay card (26 = Diplomacy, 28 = Innovation, 30 = Cure, 32 = Agreement)
if (_gameBoardSide[2]._delayCard.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
actionDisplay(1330, 42, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (checkAntiDelayCard(_gameBoardSide[2]._delayCard._cardId, _selectedCard._cardId)) {
playAntiDelayCard(&_selectedCard, &_gameBoardSide[2]._delayCard);
return;
} else {
if (_gameBoardSide[2]._delayCard._cardId != 0) {
switch (_gameBoardSide[2]._delayCard._cardId) {
case 11:
actionDisplay(1330, 68, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 14:
actionDisplay(1330, 80, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 16:
actionDisplay(1330, 84, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 24:
actionDisplay(1330, 96, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
} else {
actionDisplay(1330, 41, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
}
} else if ((getStationCardId(_selectedCard._cardId) == -1) && (isDelayCard(_selectedCard._cardId) == -1)) {
if (_selectedCard._cardId == 13) {
// Meteor Card
if (_gameBoardSide[0]._emptyStationPos.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
for (int k = 0; k <= 7; k++) {
if (_gameBoardSide[0]._outpostStation[k]._cardId != 0) {
playCentralOutpostCard(&_selectedCard, 0);
return;
}
}
actionDisplay(1330, 74, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (_gameBoardSide[3]._emptyStationPos.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
for (int k = 0; k <= 7; k++) {
if (_gameBoardSide[3]._outpostStation[k]._cardId != 0) {
playCentralOutpostCard(&_selectedCard, 3);
return;
}
}
actionDisplay(1330, 74, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (_gameBoardSide[1]._emptyStationPos.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
for (int k = 0; k <= 7; k++) {
if (_gameBoardSide[1]._outpostStation[k]._cardId == 0) {
playCentralOutpostCard(&_selectedCard, 1);
return;
}
}
actionDisplay(1330, 74, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else {
actionDisplay(1330, 128, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else if (_selectedCard._cardId == 25) {
// Thief card
if (_gameBoardSide[0]._emptyStationPos.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if ( (_gameBoardSide[0]._handCard[0]._cardId != 0)
|| (_gameBoardSide[0]._handCard[1]._cardId != 0)
|| (_gameBoardSide[0]._handCard[2]._cardId != 0)
|| (_gameBoardSide[0]._handCard[3]._cardId != 0) ) {
int k;
for (k = 0; k <= 3; k++){
if (_gameBoardSide[2]._handCard[k]._cardId == 0)
break;
}
playThieftCard(2, &_gameBoardSide[2]._handCard[k], 0);
return;
} else {
actionDisplay(1330, 99, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else if (_gameBoardSide[1]._emptyStationPos.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if ( (_gameBoardSide[1]._handCard[0]._cardId != 0)
|| (_gameBoardSide[1]._handCard[1]._cardId != 0)
|| (_gameBoardSide[1]._handCard[2]._cardId != 0)
|| (_gameBoardSide[1]._handCard[3]._cardId != 0) ) {
int k;
for (k = 0; k <= 3; k++){
if (_gameBoardSide[2]._handCard[k]._cardId == 0)
break;
}
playThieftCard(2, &_gameBoardSide[2]._handCard[k], 1);
return;
} else {
actionDisplay(1330, 99, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
}
if (_gameBoardSide[3]._emptyStationPos.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if ( (_gameBoardSide[3]._handCard[0]._cardId != 0)
|| (_gameBoardSide[3]._handCard[1]._cardId != 0)
|| (_gameBoardSide[3]._handCard[2]._cardId != 0)
|| (_gameBoardSide[3]._handCard[3]._cardId != 0) ) {
int k;
for (k = 0; k <= 3; k++){
if (_gameBoardSide[2]._handCard[k]._cardId == 0)
break;
}
playThieftCard(2, &_gameBoardSide[2]._handCard[k], 3);
return;
} else {
actionDisplay(1330, 99, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else {
actionDisplay(1330, 129, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else if (_selectedCard._cardId == 29) {
// Interceptor cards are used to prevent collision
actionDisplay(1330, 136, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (_selectedCard._cardId == 27) {
actionDisplay(1330, 137, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else if (_gameBoardSide[0]._delayCard.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if (_gameBoardSide[0]._delayCard._cardId != 0) {
actionDisplay(1330, 15, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (!isAttackPossible(0, _selectedCard._cardId)) {
switch (_selectedCard._cardId) {
case 10:
actionDisplay(1330, 66, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 12:
actionDisplay(1330, 70, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
actionDisplay(1330, 82, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 17:
actionDisplay(1330, 86, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 18:
actionDisplay(1330, 88, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 19:
actionDisplay(1330, 90, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
actionDisplay(1330, 92, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 21:
actionDisplay(1330, 94, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
} else {
playDelayCard(&_selectedCard, &_gameBoardSide[0]._delayCard);
return;
}
} else if (_gameBoardSide[3]._delayCard.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if (_gameBoardSide[3]._delayCard._cardId != 0) {
actionDisplay(1330, 17, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (!isAttackPossible(3, _selectedCard._cardId)) {
switch (_selectedCard._cardId) {
case 10:
actionDisplay(1330, 66, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 12:
actionDisplay(1330, 70, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
actionDisplay(1330, 82, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 17:
actionDisplay(1330, 86, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 18:
actionDisplay(1330, 88, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 19:
actionDisplay(1330, 90, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
actionDisplay(1330, 92, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 21:
actionDisplay(1330, 94, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
} else {
playDelayCard(&_selectedCard, &_gameBoardSide[3]._delayCard);
return;
}
} else if (_gameBoardSide[1]._delayCard.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
if (_gameBoardSide[1]._delayCard._cardId != 0) {
actionDisplay(1330, 19, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (!isAttackPossible(1, _selectedCard._cardId)) {
switch (_selectedCard._cardId) {
case 10:
actionDisplay(1330, 66, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 12:
actionDisplay(1330, 70, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 15:
actionDisplay(1330, 82, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 17:
actionDisplay(1330, 86, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 18:
actionDisplay(1330, 88, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 19:
actionDisplay(1330, 90, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 20:
actionDisplay(1330, 92, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
case 21:
actionDisplay(1330, 94, 159, 10, 1, 200, 0, 7, 0, 154, 154);
break;
default:
break;
}
} else {
playDelayCard(&_selectedCard, &_gameBoardSide[1]._delayCard);
return;
}
} else {
actionDisplay(1330, 38, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
}
} else {
g_globals->_scenePalette.signalListeners();
R2_GLOBALS._sceneObjects->draw();
g_globals->_events.delay(g_globals->_sceneHandler->_delayTicks);
}
g_globals->_sceneObjects->recurse(SceneHandler::dispatchObject);
}
}
void Scene1337::updateCursorId(int cursorId, bool updateFl) {
if ((R2_GLOBALS._v57709 != 0) || (R2_GLOBALS._v5780C != 0))
return;
R2_GLOBALS._mouseCursorId = cursorId;
if (updateFl) {
R2_GLOBALS._mouseCursorId++;
if (R2_GLOBALS._mouseCursorId < 1)
R2_GLOBALS._mouseCursorId = 2;
if (R2_GLOBALS._mouseCursorId > 2)
R2_GLOBALS._mouseCursorId = 1;
}
// The original was using an intermediate function to call setCursorData.
// It has been removed to improve readability
if (R2_GLOBALS._mouseCursorId == 1) {
R2_GLOBALS._v57810 = 200;
setCursorData(5, 1, 4);
} else if (R2_GLOBALS._mouseCursorId == 2) {
R2_GLOBALS._v57810 = 300;
setCursorData(5, 1, 5);
} else {
R2_GLOBALS._v57810 = 0;
setCursorData(5, 0, 0);
}
}
void Scene1337::setCursorData(int resNum, int rlbNum, int frameNum) {
_cursorCurRes = resNum;
_cursorCurStrip = rlbNum;
_cursorCurFrame = frameNum;
if (!frameNum) {
// Should be a hardcoded cursor displaying only a dot.
// FIXME: Use another cursor when possible
R2_GLOBALS._events.setCursor(CURSOR_CROSSHAIRS);
} else {
// TODO: The original was using some resource caching, which was useless and complex
// and which has been removed. This cursor behavior clearly made intensive use of this caching...
// We now have to find a way to cache these cursor pointers and avoid loading them multiple times per seconds
uint size;
byte *cursor = g_resourceManager->getSubResource(resNum, rlbNum, frameNum, &size);
// Decode the cursor
GfxSurface s = surfaceFromRes(cursor);
Graphics::Surface surface = s.lockSurface();
const byte *cursorData = (const byte *)surface.getPixels();
CursorMan.replaceCursor(cursorData, surface.w, surface.h, s._centroid.x, s._centroid.y, s._transColor);
s.unlockSurface();
DEALLOCATE(cursor);
}
}
void Scene1337::subD18F5() {
if (R2_GLOBALS._v57709 == 0)
// The original restores a copy of the default cursor (the hand), which isn't possible with our implementation
// We reload that cursor instead.
setCursorData(5, 1, 4);
++R2_GLOBALS._v57709;
}
void Scene1337::subD1917() {
if (R2_GLOBALS._v57709 != 0) {
R2_GLOBALS._v57709--;
if (R2_GLOBALS._v57709 == 0) {
// The original was using an intermediate function to call setCursorData.
// It has been removed to improve readability
setCursorData(5, _cursorCurStrip, _cursorCurFrame);
}
}
}
void Scene1337::subD1940(bool flag) {
if (flag)
++R2_GLOBALS._v5780C;
else if (R2_GLOBALS._v5780C != 0)
--R2_GLOBALS._v5780C;
}
void Scene1337::subD1975(int arg1, int arg2) {
// No implementation required in ScummVM: Mouse handling with tons of caching
}
void Scene1337::OptionsDialog::show() {
OptionsDialog *dlg = new OptionsDialog();
dlg->draw();
// Show the dialog
GfxButton *btn = dlg->execute(NULL);
// Figure out the new selected character
if (btn == &dlg->_quitGame)
R2_GLOBALS._sceneManager.changeScene(125);
else if (btn == &dlg->_restartGame)
R2_GLOBALS._sceneManager.changeScene(1330);
// Remove the dialog
dlg->remove();
delete dlg;
}
Scene1337::OptionsDialog::OptionsDialog() {
// Set the elements text
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
_autoplay.setText(scene->_autoplay ? AUTO_PLAY_ON : AUTO_PLAY_OFF);
_restartGame.setText(START_NEW_CARD_GAME);
_quitGame.setText(QUIT_CARD_GAME);
_continueGame.setText(CONTINUE_CARD_GAME);
// Set position of the elements
_autoplay._bounds.moveTo(5, 2);
_restartGame._bounds.moveTo(5, _autoplay._bounds.bottom + 2);
_quitGame._bounds.moveTo(5, _restartGame._bounds.bottom + 2);
_continueGame._bounds.moveTo(5, _quitGame._bounds.bottom + 2);
// Add the items to the dialog
addElements(&_autoplay, &_restartGame, &_quitGame, &_continueGame, NULL);
// Set the dialog size and position
frame();
_bounds.collapse(-6, -6);
setCenter(160, 100);
}
GfxButton *Scene1337::OptionsDialog::execute(GfxButton *defaultButton) {
_gfxManager.activate();
// Event loop
GfxButton *selectedButton = NULL;
bool breakFlag = false;
while (!g_vm->shouldQuit() && !breakFlag) {
Event event;
while (g_globals->_events.getEvent(event) && !breakFlag) {
// Adjust mouse positions to be relative within the dialog
event.mousePos.x -= _gfxManager._bounds.left;
event.mousePos.y -= _gfxManager._bounds.top;
for (GfxElementList::iterator i = _elements.begin(); i != _elements.end(); ++i) {
if ((*i)->process(event))
selectedButton = static_cast(*i);
}
if (selectedButton == &_autoplay) {
// Toggle Autoplay
selectedButton = NULL;
Scene1337 *scene = (Scene1337 *)R2_GLOBALS._sceneManager._scene;
scene->_autoplay = !scene->_autoplay;
_autoplay.setText(scene->_autoplay ? AUTO_PLAY_ON : AUTO_PLAY_OFF);
_autoplay.draw();
} else if (selectedButton) {
breakFlag = true;
break;
} else if (!event.handled) {
if ((event.eventType == EVENT_CUSTOM_ACTIONSTART) && (event.customType == kActionEscape)) {
selectedButton = NULL;
breakFlag = true;
break;
}
}
}
g_system->delayMillis(10);
GLOBALS._screen.update();
}
_gfxManager.deactivate();
return selectedButton;
}
} // End of namespace Ringworld2
} // End of namespace TsAGE