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-rw-r--r--engines/avalanche/nim.cpp464
1 files changed, 431 insertions, 33 deletions
diff --git a/engines/avalanche/nim.cpp b/engines/avalanche/nim.cpp
index a2572f1fa5..e4897a6d49 100644
--- a/engines/avalanche/nim.cpp
+++ b/engines/avalanche/nim.cpp
@@ -35,11 +35,26 @@ const char * const Nim::kNames[2] = {"Avalot", "Dogfood"};
Nim::Nim(AvalancheEngine *vm) {
_vm = vm;
- _playedNim = 0;
+ resetVariables();
}
void Nim::resetVariables() {
_playedNim = 0;
+ _turns = 0;
+ _dogfoodsTurn = false;
+ _stonesLeft = 0;
+ _clicked = false;
+ _row = 0;
+ _number = 0;
+ _squeak = false;
+ _lmo = false;
+
+ for (int i = 0; i < 3; i++) {
+ _old[i] = 0;
+ _stones[i] = 0;
+ _inAp[i] = 0;
+ _r[i] = 0;
+ }
}
void Nim::synchronize(Common::Serializer &sz) {
@@ -62,21 +77,25 @@ void Nim::playNim() {
_vm->_dialogs->displayScrollChain('Q', 3);
_playedNim++;
- _vm->fadeOut();
-
+
_vm->_graphics->saveScreen();
+ _vm->fadeOut();
CursorMan.showMouse(false);
setup();
board();
- CursorMan.showMouse(true);
+ //CursorMan.showMouse(true);
do {
+
startMove();
if (_dogfoodsTurn)
dogFood();
- else
+ else {
+ CursorMan.showMouse(true);
takeSome();
+ CursorMan.showMouse(false);
+ }
_stones[_row] -= _number;
showChanges();
} while (_stonesLeft != 0);
@@ -84,13 +103,10 @@ void Nim::playNim() {
endOfGame(); // Winning sequence is A1, B3, B1, C1, C1, btw.
_vm->fadeOut();
- CursorMan.showMouse(false);
-
_vm->_graphics->restoreScreen();
_vm->_graphics->removeBackup();
-
- CursorMan.showMouse(true);
_vm->fadeIn();
+ CursorMan.showMouse(true);
if (_dogfoodsTurn) {
// Dogfood won - as usual.
@@ -117,61 +133,443 @@ void Nim::playNim() {
}
}
-void Nim::chalk(int x,int y, Common::String z) {
- warning("STUB: Nim::chalk()");
+void Nim::chalk(int x, int y, Common::String text) {
+ const Color greys[] = { kColorBlack, kColorDarkgray, kColorLightgray, kColorWhite };
+
+ for (int i = 0; i < 4; i++) {
+ _vm->_graphics->drawNormalText(text, _vm->_font, 8, x - i, y, greys[i]);
+ _vm->_graphics->refreshScreen();
+ int freq = i * 100 * text.size();
+ if (freq == 0)
+ _vm->_system->delayMillis(3);
+ else
+ _vm->_sound->playNote(freq, 3);
+ _vm->_system->delayMillis(30);
+ }
}
void Nim::setup() {
- warning("STUB: Nim::setup()");
-}
-
-void Nim::plotStone(byte x,byte y) {
- warning("STUB: Nim::plotStone()");
+ _vm->fadeIn();
+ _vm->_graphics->nimLoad();
+
+ _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack);
+ // Upper left rectangle.
+ _vm->_graphics->drawRectangle(Common::Rect(10, 5, 381, 71), kColorRed);
+ _vm->_graphics->drawFilledRectangle(Common::Rect(11, 6, 380, 70), kColorBrown);
+ // Bottom right rectangle.
+ _vm->_graphics->drawRectangle(Common::Rect(394, 50, 635, 198), kColorRed);
+ _vm->_graphics->drawFilledRectangle(Common::Rect(395, 51, 634, 197), kColorBrown);
+
+ _vm->_graphics->nimDrawLogo();
+ _vm->_graphics->nimDrawInitials();
+
+ _vm->_graphics->drawNormalText("SCOREBOARD:", _vm->_font, 8, 475, 45, kColorWhite);
+ _vm->_graphics->drawNormalText("Turn:", _vm->_font, 8, 420, 55, kColorYellow);
+ _vm->_graphics->drawNormalText("Player:", _vm->_font, 8, 490, 55, kColorYellow);
+ _vm->_graphics->drawNormalText("Move:", _vm->_font, 8, 570, 55, kColorYellow);
+
+ chalk(27, 7, "Take pieces away with:");
+ chalk(77, 17, "1) the mouse (click leftmost)");
+ chalk(53, 27, "or 2) the keyboard:");
+ chalk(220, 27, Common::String(24) + '/' + 25 + ": choose row,");
+ chalk(164, 37, Common::String("+/- or ") + 27 + '/' + 26 + ": more/fewer,");
+ chalk(204, 47, "Enter: take stones.");
+
+ _vm->_graphics->refreshScreen();
+
+ for (int i = 0; i < 3; i++)
+ _stones[i] = i + 3;
+ _stonesLeft = 12;
+
+ _turns = 0;
+ _dogfoodsTurn = true;
+
+ _row = 0;
+ _number = 1;
+ for (int i = 0; i < 3; i++)
+ _old[i] = 0;
}
void Nim::board() {
- warning("STUB: Nim::board()");
+ _vm->_graphics->drawFilledRectangle(Common::Rect(57, 72, 393, 200), kColorBlack);
+ for (int i = 0; i < 3; i++)
+ for (int j = 0; j < _stones[i]; j++)
+ _vm->_graphics->nimDrawStone(64 + j * 8 * 8, 75 + i * 35);
+ // It's practically the body of the Pascal function "plotstone()", reimplemented.
+ // It's the only place where we use it, so there's no reason to keep it separated as a function.
+ _vm->_graphics->refreshScreen();
}
void Nim::startMove() {
- warning("STUB: Nim::startMove()");
+ _turns++;
+ Common::String turnsStr = Common::String::format("%d", _turns);
+ int y = 55 + _turns * 10;
+ _dogfoodsTurn = !_dogfoodsTurn;
+ chalk(433, y, turnsStr);
+ chalk(493, y, kNames[_dogfoodsTurn]);
+ for (int i = 0; i < 3; i++)
+ _old[i] = _stones[i];
}
void Nim::showChanges() {
- warning("STUB: Nim::showChanges()");
+ chalk(573, 55 + _turns * 10, Common::String('A' + _row) + Common::String('0' + _number));
+ board();
+ _stonesLeft -= _number;
}
void Nim::blip() {
- warning("STUB: Nim::blip()");
+ _vm->_sound->playNote(1771, 3);
}
-void Nim::checkMouse() {
- warning("STUB: Nim::checkMouse()");
+void Nim::findNextUp() {
+ while (_stones[_row] == 0) {
+ _row--;
+ if (_row < 0)
+ _row = 2;
+ }
+
+ if (_number > _stones[_row])
+ _number = _stones[_row];
+}
+
+void Nim::findNextDown() {
+ while (_stones[_row] == 0) {
+ _row++;
+ if (_row > 2)
+ _row = 0;
+ }
+
+ if (_number > _stones[_row])
+ _number = _stones[_row];
}
-void Nim::less() {
- warning("STUB: Nim::less()");
+bool Nim::checkInput() {
+ while (!_vm->shouldQuit()) {
+ _vm->_graphics->refreshScreen();
+ Common::Event event;
+ while (_vm->getEvent(event)) {
+ if (event.type == Common::EVENT_LBUTTONUP) {
+ Common::Point cursorPos = _vm->getMousePos();
+
+ int8 newRow = (cursorPos.y / 2 - 38) / 35 - 1;
+ if ((newRow < 0) || (newRow > 2)) {
+ blip();
+ return false;
+ }
+
+ int8 newNum = _stones[newRow] - ((cursorPos.x - 64) / 64);
+ if ((newNum < 1) || (newNum > _stones[newRow])) {
+ blip();
+ return false;
+ }
+
+ _number = newNum;
+ _row = newRow;
+
+ return true;
+ } else if (event.type == Common::EVENT_KEYDOWN) {
+ switch (event.kbd.keycode) {
+ case Common::KEYCODE_LEFT:
+ case Common::KEYCODE_KP_PLUS:
+ if (_stones[_row] > _number)
+ _number++;
+ return false;
+ case Common::KEYCODE_RIGHT:
+ case Common::KEYCODE_KP_MINUS:
+ if (_number > 1)
+ _number--;
+ return false;
+ case Common::KEYCODE_1:
+ _number = 1;
+ return false;
+ case Common::KEYCODE_2:
+ if (_stones[_row] >= 2)
+ _number = 2;
+ return false;
+ case Common::KEYCODE_3:
+ if (_stones[_row] >= 3)
+ _number = 3;
+ else
+ _number = _stones[_row];
+ return false;
+ case Common::KEYCODE_4:
+ if (_stones[_row] >= 4)
+ _number = 4;
+ else
+ _number = _stones[_row];
+ return false;
+ case Common::KEYCODE_5:
+ if (_stones[_row] == 5)
+ _number = 5;
+ else
+ _number = _stones[_row];
+ return false;
+ case Common::KEYCODE_HOME:
+ _number = _stones[_row];
+ return false;
+ case Common::KEYCODE_END:
+ _number = 1;
+ return false;
+ case Common::KEYCODE_UP:
+ _row--;
+ if (_row < 0)
+ _row = 2;
+ findNextUp();
+ return false;
+ case Common::KEYCODE_DOWN:
+ _row++;
+ if (_row > 2)
+ _row = 0;
+ findNextDown();
+ return false;
+ case Common::KEYCODE_a:
+ if (_stones[0] != 0) {
+ _row = 0;
+ if (_number > _stones[_row])
+ _number = _stones[_row];
+ }
+ return false;
+ case Common::KEYCODE_b:
+ if (_stones[1] != 0) {
+ _row = 1;
+ if (_number > _stones[_row])
+ _number = _stones[_row];
+ }
+ return false;
+ case Common::KEYCODE_c:
+ if (_stones[2] != 0) {
+ _row = 2;
+ if (_number > _stones[_row])
+ _number = _stones[_row];
+ }
+ return false;
+ case Common::KEYCODE_PAGEUP:
+ _row = 0;
+ findNextDown();
+ return false;
+ case Common::KEYCODE_PAGEDOWN:
+ _row = 2;
+ findNextUp();
+ return false;
+ case Common::KEYCODE_RETURN:
+ return true;
+ default:
+ break;
+ }
+ }
+ }
+ }
+ return false;
}
void Nim::takeSome() {
- warning("STUB: Nim::takeSome()");
+ _number = 1;
+
+ do {
+ byte sr;
+ do {
+ sr = _stones[_row];
+ if (sr == 0) {
+ if (_row == 2)
+ _row = 0;
+ else
+ _row++;
+ _number = 1;
+ }
+ } while (sr == 0);
+
+ if (_number > sr)
+ _number = sr;
+
+ int x1 = 63 + (_stones[_row] - _number) * 64;
+ int y1 = 38 + 35 * (_row + 1);
+ int x2 = 54 + _stones[_row] * 64;
+ int y2 = 63 + 35 * (_row + 1);
+ _vm->_graphics->drawRectangle(Common::Rect(x1, y1, x2, y2), kColorBlue); // Draw the selection rectangle.
+ _vm->_graphics->refreshScreen();
+
+ bool confirm = false;
+ do {
+ confirm = checkInput();
+
+ if (!confirm) {
+ _vm->_graphics->drawRectangle(Common::Rect(x1, y1, x2, y2), kColorBlack); // Erase the previous selection.
+ x1 = 63 + (_stones[_row] - _number) * 64;
+ y1 = 38 + 35 * (_row + 1);
+ x2 = 54 + _stones[_row] * 64;
+ y2 = 63 + 35 * (_row + 1);
+ _vm->_graphics->drawRectangle(Common::Rect(x1, y1, x2, y2), kColorBlue); // Draw the new one.
+ _vm->_graphics->refreshScreen();
+ }
+ } while (!confirm);
+
+ return;
+
+ } while (true);
}
void Nim::endOfGame() {
- warning("STUB: Nim::endOfGame()");
-}
+ chalk(595, 55 + _turns * 10, "Wins!");
+ _vm->_graphics->drawNormalText("- - - Press any key... - - -", _vm->_font, 8, 100, 190, kColorWhite);
+
+ Common::Event event;
+ bool escape = false;
+ while (!_vm->shouldQuit() && !escape) {
+ _vm->_graphics->refreshScreen();
+ while (_vm->getEvent(event)) {
+ if ((event.type == Common::EVENT_LBUTTONUP) || (event.type == Common::EVENT_KEYDOWN)) {
+ escape = true;
+ break;
+ }
+ }
+ }
-void Nim::dogFood() {
- warning("STUB: Nim::dogFood()");
+ _vm->_graphics->nimFree();
}
bool Nim::find(byte x) {
- warning("STUB: Nim::find()");
- return true;
+ bool ret = false;
+ for (int i = 0; i < 3; i++) {
+ if (_stones[i] == x) {
+ ret = true;
+ _inAp[i] = true;
+ }
+ }
+ return ret;
+}
+
+void Nim::findAp(byte start, byte stepSize) {
+ byte thisOne = 0;
+ byte matches = 0;
+
+ for (int i = 0; i < 3; i++)
+ _inAp[i] = 0; // Blank 'em all!
+
+ for (int i = 0; i < 3; i++) {
+ if (find(start + i * stepSize))
+ matches++;
+ else
+ thisOne = i;
+ }
+
+ // Now... Matches must be 0, 1, 2, or 3.
+ // 0 / 1 mean there are no A.P.s here, so we'll keep looking,
+ // 2 means there is a potential A.P.that we can create (ideal!), and
+ // 3 means that we're already in an A.P. (Trouble!)
+
+ byte ooo = 0; // Odd one out.
+
+ switch (matches) {
+ case 2:
+ for (int i = 0; i < 3; i++) { // Find which one didn't fit the A.P.
+ if (!_inAp[i])
+ ooo = i;
+ }
+
+ if (_stones[ooo] > (start + thisOne * stepSize)) { // Check if it's possible!
+ // Create an A.P.
+ _row = ooo; // Already calculated.
+ // Start + thisone * stepsize will give the amount we SHOULD have here.
+ _number = _stones[_row] - (start + thisOne * stepSize);
+ _lmo = true;
+ return;
+ }
+ break;
+ case 3: // We're actually IN an A.P! Trouble! Oooh dear.
+ // Take 1 from the largest pile.
+ _row = _r[2];
+ _number = 1;
+ _lmo = true;
+ return;
+ default:
+ break;
+ }
}
-void Nim::findAp(byte start,byte stepsize) {
- warning("STUB: Nim::findAp()");
+void Nim::dogFood() {
+ _lmo = false;
+ byte live = 0;
+ byte sr[3];
+
+ for (int i = 0; i < 3; i++) {
+ if (_stones[i] > 0) {
+ _r[live] = i;
+ sr[live] = _stones[i];
+ live++;
+ }
+ }
+
+ switch (live) {
+ case 1: // Only one is free - so take 'em all!
+ _row = _r[0];
+ _number = _stones[_r[0]];
+ return;
+ case 2: // Two are free - make them equal!
+ if (sr[0] > sr[1]) { // T > b
+ _row = _r[0];
+ _number = sr[0] - sr[1];
+ }
+ else if (sr[0] < sr[1]) { // B > t
+ _row = _r[1];
+ _number = sr[1] - sr[0];
+ }
+ else { // B = t... oh no, we've lost!
+ _row = _r[0];
+ _number = 1;
+ }
+ return;
+ case 3: {
+ // Ho hum... this'll be difficult!
+ // There are three possible courses of action when we have 3 lines left:
+ // 1) Look for 2 equal lines, then take the odd one out.
+ // 2) Look for A.P.s, and capitalise on them.
+ // 3) Go any old where.
+ const byte other[3][2] = { { 2, 3 }, { 1, 3 }, { 1, 2 } };
+
+ for (int i = 0; i < 3; i++) { // Look for 2 equal lines.
+ if (_stones[other[i][0]] == _stones[other[i][1]]) {
+ _row = i; // This row.
+ _number = _stones[i]; // All of 'em.
+ return;
+ }
+ }
+
+ bool sorted;
+ do {
+ sorted = true;
+ for (int i = 0; i < 2; i++) {
+ if (sr[i] > sr[i + 1]) {
+ byte temp = sr[i + 1];
+ sr[i + 1] = sr[i];
+ sr[i] = temp;
+
+ temp = _r[i + 1];
+ _r[i + 1] = _r[i];
+ _r[i] = temp;
+
+ sorted = false;
+ }
+ }
+ } while (!sorted);
+
+ // Now we look for A.P.s...
+ for (int i = 1; i <= 3; i++) {
+ findAp(i, 1); // There are 3 "1"s.
+ if (_lmo)
+ return; // Cut - out.
+ }
+ findAp(1, 2); // Only "2" possible.
+ if (_lmo)
+ return;
+
+ // A.P.search must have failed - use the default move.
+ _row = _r[2];
+ _number = 1;
+ return;
+ }
+ default:
+ break;
+ }
}
} // End of namespace Avalanche