/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ #include "graph.h" /*#include "Crt.h"*/ /*#include "Dos.h"*/ namespace Avalanche { const array > names = {{"Avalot", "Dogfood"}}; array<1, 3, byte> old, stones; array<0, 3, 0, 22, 1, 7, byte> stonepic; /* picture of Nimstone */ byte turns; boolean dogfoodsturn; byte fv; byte stonesleft; boolean clicked; byte row, number; boolean squeak; shortint mnum, mrow; registers r; void resetmouse() { r.ax = 0; intr(0x33, r); squeak = r.ax > 0; } void show() { r.ax = 1; intr(0x33, r); } void hide() { r.ax = 2; intr(0x33, r); } void chalk(integer x, integer y, string z) { const array<0, 3, byte> greys = {{0, 8, 7, 15}}; byte fv; for (fv = 0; fv <= 3; fv ++) { setcolor(greys[fv]); outtextxy(x - fv, y, z); sound(fv * 100 * length(z)); delay(3); nosound; delay(30); } } void setup() { untyped_file f; integer gd, gm; byte bit; gd = 3; gm = 0; initgraph(gd, gm, "c:\\bp\\bgi"); assign(f, "c:\\avalot\\nim.avd"); reset(f, 1); seek(f, 41); for (gm = 0; gm <= 22; gm ++) for (bit = 0; bit <= 3; bit ++) { port[0x3c4] = 2; port[0x3ce] = 4; port[0x3c5] = 1 << bit; port[0x3cf] = bit; blockread(f, stonepic[bit][gm], 7); } for (gd = 1; gd <= 3; gd ++) for (gm = 0; gm <= 22; gm ++) for (bit = 0; bit <= 3; bit ++) { port[0x3c4] = 2; port[0x3ce] = 4; port[0x3c5] = 1 << bit; port[0x3cf] = bit; blockread(f, mem[0xa000 * 3200 + gd * 2800 + gm * 80], 7); } for (gm = 0; gm <= 36; gm ++) for (bit = 0; bit <= 3; bit ++) { port[0x3c4] = 2; port[0x3ce] = 4; port[0x3c5] = 1 << bit; port[0x3cf] = bit; blockread(f, mem[0xa000 * 400 + 49 + gm * 80], 30); } close(f); gd = getpixel(0, 0); /* clear codes */ setcolor(4); rectangle(394, 50, 634, 197); setfillstyle(1, 6); bar(395, 51, 633, 196); rectangle(10, 5, 380, 70); bar(11, 6, 379, 69); setcolor(15); outtextxy(475, 53, "SCOREBOARD:"); setcolor(14); outtextxy(420, 63, "Turn:"); outtextxy(490, 63, "Player:"); outtextxy(570, 63, "Move:"); for (gd = 1; gd <= 3; gd ++) stones[gd] = gd + 2; turns = 0; dogfoodsturn = true; chalk(27, 15, "Take pieces away with:"); chalk(77, 25, "1) the mouse (click leftmost)"); chalk(53, 35, "or 2) the keyboard:"); chalk(220, 35, string('\30') + '/' + '\31' + ": choose row,"); chalk(164, 45, string("+/- or ") + '\33' + '/' + '\32' + ": more/fewer,"); chalk(204, 55, "Enter: take stones."); row = 1; number = 1; fillchar(old, sizeof(old), '\0'); stonesleft = 12; resetmouse(); } void plotstone(byte x, byte y) { byte fv, bit; word ofs; ofs = 3200 + y * 2800 + x * 8; for (fv = 0; fv <= 22; fv ++) for (bit = 0; bit <= 3; bit ++) { port[0x3c4] = 2; port[0x3ce] = 4; port[0x3c5] = 1 << bit; port[0x3cf] = bit; move(stonepic[bit][fv], mem[0xa000 * ofs + fv * 80], 7); } } void board() { byte fv, ff; for (fv = 1; fv <= 3; fv ++) for (ff = 1; ff <= stones[fv]; ff ++) plotstone(ff, fv); } void startmove() { varying_string<2> tstr; integer ypos; turns += 1; str(turns, 2, tstr); ypos = 63 + turns * 10; dogfoodsturn = ! dogfoodsturn; chalk(433, ypos, tstr); chalk(493, ypos, names[dogfoodsturn]); old = stones; } void show_changes() { byte fv, ff, fq; chalk(573, 63 + turns * 10, string(chr(64 + row)) + chr(48 + number)); for (fv = 1; fv <= 3; fv ++) if (old[fv] > stones[fv]) for (ff = stones[fv] + 1; ff <= old[fv]; ff ++) for (fq = 0; fq <= 22; fq ++) fillchar(mem[0xa000 * 3200 + fv * 2800 + ff * 8 + fq * 80], 7, '\0'); stonesleft -= number; } void checkmouse(); static void blip() { sound(1771); delay(3); nosound; clicked = false; } void checkmouse() { { ax = 5; bx = 0; } intr(0x33, r); clicked = r.bx > 0; if (clicked) { ; /* The mouse was clicked. Where? */ mrow = (dx - 38) / 35; if ((mrow < 1) || (mrow > 3)) blip(); mnum = stones[mrow] - (cx / 64) + 1; if ((mnum < 1) || (mnum > (unsigned char)stones[mrow])) blip(); } } void takesome(); static void less() { if (number > 1) number -= 1; } void takesome() { char r; byte sr; number = 1; do { do { sr = stones[row]; if (sr == 0) { row = row % 3 + 1; number = 1; } } while (!(sr != 0)); if (number > sr) number = sr; setcolor(1); rectangle(63 + (sr - number) * 64, 38 + 35 * row, 54 + sr * 64, 63 + 35 * row); /* Wait for choice */ show(); do { checkmouse(); } while (!(keypressed() || clicked)); if (keypressed()) r = upcase(readkey()); hide(); setcolor(0); rectangle(63 + (sr - number) * 64, 38 + 35 * row, 54 + sr * 64, 63 + 35 * row); if (clicked) { number = mnum; row = mrow; return; } else { switch (r) { case '\0': switch (readkey()) { case 'H': if (row > 1) row -= 1; break; /* Up */ case 'P': if (row < 3) row += 1; break; /* Down */ case 'K': number += 1; break; case 'M': less(); break; case 'I': row = 1; break; /* PgUp */ case 'Q': row = 3; break; /* PgDn */ case 'G': number = 5; break; /* Home- check routine will knock this down to size */ case 'O': number = 1; break; /* End */ } break; case '+': number += 1; break; case '-': less(); break; case RANGE_3('A', 'C'): row = ord(r) - 64; break; case RANGE_5('1', '5'): number = ord(r) - 48; break; case '\15': return; break; /* Enter was pressed */ } } } while (!false); } void endofgame() { char rr; chalk(595, 63 + turns * 10, "Wins!"); outtextxy(100, 190, "- - - Press any key... - - -"); while (keypressed()) rr = readkey(); do { ax = 5; bx = 0; intr(0x33, r); } while (!(keypressed() || (bx > 0))); if (keypressed()) rr = readkey(); } void dogfood(); /* AI procedure to play the game */ const matrix<1, 3, 1, 2, byte> other = {{{{2, 3}}, {{1, 3}}, {{1, 2}}}}; static byte live, fv, ff, matches, thisone, where; static array<1, 3, byte> r, sr; static array<1, 3, boolean> inap; static boolean lmo; /* Let Me Out! */ static byte ooo; /* Odd one out */ static boolean find(byte x) /* This gives True if there's a pile with x stones in. */ { boolean q; byte p; boolean find_result; q = false; for (p = 1; p <= 3; p ++) if (stones[p] == x) { q = true; inap[p] = true; } find_result = q; return find_result; } static void find_ap(byte start, byte stepsize) { byte ff; matches = 0; fillchar(inap, sizeof(inap), '\0'); /* blank 'em all */ for (ff = 0; ff <= 2; ff ++) if (find(start + ff * stepsize)) matches += 1; else thisone = ff; /* 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!). */ switch (matches) { case 2: { for (ff = 1; ff <= 3; ff ++) /* find which one didn't fit the A.P. */ if (! inap[ff]) ooo = ff; if (stones[ooo] > (start + thisone * stepsize)) { /* check 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. */ row = r[3]; number = 1; lmo = true; return; /* take 1 from the largest pile */ } break; } } void dogfood() { boolean sorted; byte temp; live = 0; lmo = false; for (fv = 1; fv <= 3; fv ++) { if (stones[fv] > 0) { live += 1; r[live] = fv; sr[live] = stones[fv]; } } switch (live) { case 1: { /* Only one is free- so take 'em all */ row = r[1]; number = stones[r[1]]; return; } break; case 2: { /* Two are free- make them equal */ if (sr[1] > sr[2]) { row = r[1]; number = sr[1] - sr[2]; return; } else /* T > b */ if (sr[1] < sr[2]) { row = r[2]; number = sr[2] - sr[1]; return; } else { /* B > t */ ; /* B = t... oh no, we've lost! */ row = r[1]; number = 1; return; } } break; 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. */ for (fv = 1; fv <= 3; fv ++) /* Look for 2 equal lines */ if (stones[other[fv][1]] == stones[other[fv][2]]) { row = fv; /* this row */ number = stones[fv]; /* all of 'em */ return; } do { sorted = true; for (fv = 1; fv <= 2; fv ++) if (sr[fv] > sr[fv + 1]) { temp = sr[fv + 1]; sr[fv + 1] = sr[fv]; sr[fv] = temp; temp = r[fv + 1]; r[fv + 1] = r[fv]; r[fv] = temp; sorted = false; } } while (!sorted); /* Now we look for A.P.s ... */ for (fv = 1; fv <= 3; fv ++) { find_ap(fv, 1); /* there are 3 "1"s */ if (lmo) return; /* cut-out */ } find_ap(1, 2); /* only "2" possible */ if (lmo) return; /* A.P. search must have failed- use the default move. */ row = r[3]; number = 1; return; } break; } } int main(int argc, const char *argv[]) { pio_initialize(argc, argv); setup(); board(); do { startmove(); if (dogfoodsturn) dogfood(); else takesome(); stones[row] -= number; show_changes(); } while (!(stonesleft == 0)); endofgame(); /* Winning sequence is A1, B3, B1, C1, C1, btw. */ return EXIT_SUCCESS; } } // End of namespace Avalanche.