/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ #include "avalanche/avalanche.h" #include "avalanche/nim.h" namespace Avalanche { const char * const Nim::kNames[2] = {"Avalot", "Dogfood"}; Nim::Nim(AvalancheEngine *vm) { _vm = vm; _playedNim = 0; } void Nim::resetVariables() { _playedNim = 0; } void Nim::synchronize(Common::Serializer &sz) { if (sz.isLoading() && sz.getVersion() < 2) return; sz.syncAsByte(_playedNim); } void Nim::playNim() { if (_vm->_wonNim) { // Already won the game. _vm->_dialogs->displayScrollChain('Q', 6); return; } if (!_vm->_askedDogfoodAboutNim) { _vm->_dialogs->displayScrollChain('Q', 84); return; } _vm->_dialogs->displayScrollChain('Q', 3); _playedNim++; _vm->fadeOut(); _vm->_graphics->saveScreen(); CursorMan.showMouse(false); setup(); board(); CursorMan.showMouse(true); do { startMove(); if (_dogfoodsTurn) dogFood(); else takeSome(); _stones[_row] -= _number; showChanges(); } while (_stonesLeft != 0); endOfGame(); // Winning sequence is A1, B3, B1, C1, C1, btw. _vm->fadeOut(); CursorMan.showMouse(false); _vm->_graphics->restoreScreen(); _vm->_graphics->removeBackup(); CursorMan.showMouse(true); _vm->fadeIn(); if (_dogfoodsTurn) { // Dogfood won - as usual. if (_playedNim == 1) // Your first game. _vm->_dialogs->displayScrollChain('Q', 4); // Goody! Play me again? else _vm->_dialogs->displayScrollChain('Q', 5); // Oh, look at that! I've won again! _vm->decreaseMoney(4); // And you've just lost 4d! } else { // You won - strange! _vm->_dialogs->displayScrollChain('Q', 7); _vm->_objects[kObjectLute - 1] = true; _vm->refreshObjectList(); _vm->_wonNim = true; _vm->_background->draw(-1, -1, 0); // Show the settle with no lute on it. // 7 points for winning! _vm->incScore(7); } if (_playedNim == 1) { // 3 points for playing your 1st game. _vm->incScore(3); } } void Nim::chalk(int x,int y, Common::String z) { warning("STUB: Nim::chalk()"); } void Nim::setup() { warning("STUB: Nim::setup()"); } void Nim::plotStone(byte x,byte y) { warning("STUB: Nim::plotStone()"); } void Nim::board() { warning("STUB: Nim::board()"); } void Nim::startMove() { warning("STUB: Nim::startMove()"); } void Nim::showChanges() { warning("STUB: Nim::showChanges()"); } void Nim::blip() { warning("STUB: Nim::blip()"); } void Nim::checkMouse() { warning("STUB: Nim::checkMouse()"); } void Nim::less() { warning("STUB: Nim::less()"); } void Nim::takeSome() { warning("STUB: Nim::takeSome()"); } void Nim::endOfGame() { warning("STUB: Nim::endOfGame()"); } void Nim::dogFood() { warning("STUB: Nim::dogFood()"); } bool Nim::find(byte x) { warning("STUB: Nim::find()"); return true; } void Nim::findAp(byte start,byte stepsize) { warning("STUB: Nim::findAp()"); } } // End of namespace Avalanche