Beispiel #1
0
/**
 * Main game loop.
 */
static void GameLoop_Main(void)
{
	static uint32 l_timerNext = 0;
	static uint32 l_timerUnitStatus = 0;
	static int16  l_selectionState = -2;

	uint16 key;

	String_Init();
	Sprites_Init();

	Input_Flags_SetBits(INPUT_FLAG_KEY_REPEAT | INPUT_FLAG_UNKNOWN_0010 | INPUT_FLAG_UNKNOWN_0200 |
	                    INPUT_FLAG_UNKNOWN_2000);
	Input_Flags_ClearBits(INPUT_FLAG_KEY_RELEASE | INPUT_FLAG_UNKNOWN_0400 | INPUT_FLAG_UNKNOWN_0100 |
	                      INPUT_FLAG_UNKNOWN_0080 | INPUT_FLAG_UNKNOWN_0040 | INPUT_FLAG_UNKNOWN_0020 |
	                      INPUT_FLAG_UNKNOWN_0008 | INPUT_FLAG_UNKNOWN_0004 | INPUT_FLAG_NO_TRANSLATE);

	Timer_SetTimer(TIMER_GAME, true);
	Timer_SetTimer(TIMER_GUI, true);

	g_campaignID = 0;
	g_scenarioID = 1;
	g_playerHouseID = HOUSE_INVALID;
	g_debugScenario = false;
	g_selectionType = SELECTIONTYPE_MENTAT;
	g_selectionTypeNew = SELECTIONTYPE_MENTAT;

	g_palette1 = calloc(1, 256 * 3);
	g_palette2 = calloc(1, 256 * 3);

	g_readBufferSize = 12000;
	g_readBuffer = calloc(1, g_readBufferSize);

	ReadProfileIni("PROFILE.INI");

	free(g_readBuffer); g_readBuffer = NULL;

	File_ReadBlockFile("IBM.PAL", g_palette_998A, 256 * 3);

	memmove(g_palette1, g_palette_998A, 256 * 3);

	GUI_ClearScreen(SCREEN_0);

	Video_SetPalette(g_palette1, 0, 256);

	GFX_SetPalette(g_palette1);
	GFX_SetPalette(g_palette2);

	g_paletteMapping1 = malloc(256);
	g_paletteMapping2 = malloc(256);

	GUI_Palette_CreateMapping(g_palette1, g_paletteMapping1, 0xC, 0x55);
	g_paletteMapping1[0xFF] = 0xFF;
	g_paletteMapping1[0xDF] = 0xDF;
	g_paletteMapping1[0xEF] = 0xEF;

	GUI_Palette_CreateMapping(g_palette1, g_paletteMapping2, 0xF, 0x55);
	g_paletteMapping2[0xFF] = 0xFF;
	g_paletteMapping2[0xDF] = 0xDF;
	g_paletteMapping2[0xEF] = 0xEF;

	Script_LoadFromFile("TEAM.EMC", g_scriptTeam, g_scriptFunctionsTeam, NULL);
	Script_LoadFromFile("BUILD.EMC", g_scriptStructure, g_scriptFunctionsStructure, NULL);

	GUI_Palette_CreateRemap(HOUSE_MERCENARY);

	g_cursorSpriteID = 0;

	Sprites_SetMouseSprite(0, 0, g_sprites[0]);

	while (g_mouseHiddenDepth > 1) {
		GUI_Mouse_Show_Safe();
	}

	Window_WidgetClick_Create();
	GameOptions_Load();
	Unit_Init();
	Team_Init();
	House_Init();
	Structure_Init();

	GUI_Mouse_Show_Safe();

	if (g_debugSkipDialogs) {
		Music_Play(0);

		free(g_readBuffer);
		g_readBufferSize = (g_enableVoices == 0) ? 12000 : 20000;
		g_readBuffer = calloc(1, g_readBufferSize);
		g_gameMode = GM_NORMAL;
	}

	for (;; sleepIdle()) {
		if (g_gameMode == GM_MENU) {
			GameLoop_GameIntroAnimationMenu();

			if (!g_running) break;
			if (g_gameMode == GM_MENU) continue;

			GUI_Mouse_Hide_Safe();

			g_canSkipIntro = false;

			GUI_DrawFilledRectangle(g_curWidgetXBase << 3, g_curWidgetYBase, (g_curWidgetXBase + g_curWidgetWidth) << 3, g_curWidgetYBase + g_curWidgetHeight, 12);

			Input_History_Clear();

			if (s_enableLog != 0) Mouse_SetMouseMode((uint8)s_enableLog, "DUNE.LOG");

			GFX_SetPalette(g_palette1);

			GUI_Mouse_Show_Safe();
		}

		if (g_gameMode == GM_PICKHOUSE) {
			Music_Play(28);

			g_playerHouseID = HOUSE_MERCENARY;
			g_playerHouseID = GUI_PickHouse();

			GUI_Mouse_Hide_Safe();

			GFX_ClearBlock(SCREEN_0);

			Sprites_LoadTiles();

			GUI_Palette_CreateRemap(g_playerHouseID);

			Voice_LoadVoices(g_playerHouseID);

			GUI_Mouse_Show_Safe();

			g_gameMode = GM_RESTART;
			g_scenarioID = 1;
			g_campaignID = 0;
			g_strategicRegionBits = 0;
		}

		if (g_selectionTypeNew != g_selectionType) {
			GUI_ChangeSelectionType(g_selectionTypeNew);
		}

		GUI_PaletteAnimate();

		if (g_gameMode == GM_RESTART) {
			GUI_ChangeSelectionType(SELECTIONTYPE_MENTAT);

			Game_LoadScenario(g_playerHouseID, g_scenarioID);
			if (!g_debugScenario && !g_debugSkipDialogs) GUI_Mentat_ShowBriefing();

			g_gameMode = GM_NORMAL;

			GUI_ChangeSelectionType(g_debugScenario ? SELECTIONTYPE_DEBUG : SELECTIONTYPE_STRUCTURE);

			Music_Play(Tools_RandomLCG_Range(0, 8) + 8);
			l_timerNext = g_timerGUI + 300;
		}

		if (l_selectionState != g_selectionState) {
			Map_SetSelectionObjectPosition(0xFFFF);
			Map_SetSelectionObjectPosition(g_selectionRectanglePosition);
			l_selectionState = g_selectionState;
		}

		if (!Driver_Voice_IsPlaying() && !Sound_StartSpeech()) {
			if (g_gameConfig.music == 0) {
				Music_Play(2);

				g_musicInBattle = 0;
			} else if (g_musicInBattle > 0) {
				Music_Play(Tools_RandomLCG_Range(0, 5) + 17);
				l_timerNext = g_timerGUI + 300;
				g_musicInBattle = -1;
			} else {
				g_musicInBattle = 0;
				if (g_enableSoundMusic != 0 && g_timerGUI > l_timerNext) {
					if (!Driver_Music_IsPlaying()) {
						Music_Play(Tools_RandomLCG_Range(0, 8) + 8);
						l_timerNext = g_timerGUI + 300;
					}
				}
			}
		}

		GFX_Screen_SetActive(SCREEN_0);

		key = GUI_Widget_HandleEvents(g_widgetLinkedListHead);

		if (g_selectionType == SELECTIONTYPE_TARGET || g_selectionType == SELECTIONTYPE_PLACE || g_selectionType == SELECTIONTYPE_UNIT || g_selectionType == SELECTIONTYPE_STRUCTURE) {
			if (g_unitSelected != NULL) {
				if (l_timerUnitStatus < g_timerGame) {
					Unit_DisplayStatusText(g_unitSelected);
					l_timerUnitStatus = g_timerGame + 300;
				}

				if (g_selectionType != SELECTIONTYPE_TARGET) {
					g_selectionPosition = Tile_PackTile(Tile_Center(g_unitSelected->o.position));
				}
			}

			GUI_Widget_ActionPanel_Draw(false);

			InGame_Numpad_Move(key);

			GUI_DrawCredits(g_playerHouseID, 0);

			GameLoop_Team();
			GameLoop_Unit();
			GameLoop_Structure();
			GameLoop_House();

			GUI_DrawScreen(SCREEN_0);
		}

		GUI_DisplayText(NULL, 0);

		if (g_running && !g_debugScenario) {
			GameLoop_LevelEnd();
		}

		if (!g_running) break;
	}

	GUI_Mouse_Hide_Safe();

	if (s_enableLog != 0) Mouse_SetMouseMode(INPUT_MOUSE_MODE_NORMAL, "DUNE.LOG");

	GUI_Mouse_Hide_Safe();

	Widget_SetCurrentWidget(0);

	GFX_Screen_SetActive(SCREEN_1);

	GFX_ClearScreen();

	GUI_Screen_FadeIn(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_1, SCREEN_0);
}
Beispiel #2
0
/**
 * Main game loop.
 */
void GameLoop_Main(bool new_game, const char* scenario)
{
	static int64_t l_timerNext = 0;
	static int64_t l_timerUnitStatus = 0;
	static int16 l_selectionState = -2;
	int frames_skipped = 0;

	Mouse_TransformFromDiv(SCREENDIV_MENU, &g_mouseX, &g_mouseY);

	Sprites_UnloadTiles();
	Sprites_LoadTiles();
	Viewport_Init();

	if (new_game)
	{
		if (scenario)
		{
			if (!Game_LoadScenario(scenario))
				goto end;
		}
		else
			Game_LoadScenario(g_playerHouseID, g_scenarioID);
		GUI_ChangeSelectionType(g_debugScenario ? SELECTIONTYPE_DEBUG : SELECTIONTYPE_STRUCTURE);
	}

	GUI_Palette_CreateRemap(g_table_houseInfo[g_playerHouseID].spriteColor);
	Audio_LoadSampleSet(g_table_houseInfo[g_playerHouseID].sampleSet);

	Timer_ResetScriptTimers();
	Timer_SetTimer(TIMER_GAME, true);

	/* Note: original game chose only MUSIC_IDLE1 .. MUSIC_IDLE6. */
	Audio_PlayMusic(MUSIC_RANDOM_IDLE);
	l_timerNext = Timer_GetTicks() + 300;
	g_musicInBattle = 0;

	g_gameMode = GM_NORMAL;
	g_gameOverlay = GAMEOVERLAY_NONE;
	Timer_RegisterSource();

	while (g_gameMode == GM_NORMAL)
	{
		Timer_WaitForEvent();
		const int64_t curr_ticks = Timer_GameTicks();

		if (g_gameOverlay == GAMEOVERLAY_NONE)
		{
			Input_Tick(false);
			uint16 key = GUI_Widget_HandleEvents(g_widgetLinkedListHead);
			GameLoop_ProcessUnhandledInput(key);

			if (g_mousePanning)
				Video_WarpCursor(TRUE_DISPLAY_WIDTH / 2, TRUE_DISPLAY_HEIGHT / 2);
		}
		else if (g_gameOverlay == GAMEOVERLAY_MENTAT)
		{
			Input_Tick(true);
			MenuBar_TickMentatOverlay();
		}
		else
		{
			Input_Tick(true);
			MenuBar_TickOptionsOverlay();
		}

		if (g_gameOverlay == GAMEOVERLAY_NONE && g_timerGame != curr_ticks)
			g_timerGame = curr_ticks;
		else if (g_gameOverlay == GAMEOVERLAY_NONE)
			continue;

		if (g_selectionTypeNew != g_selectionType)
			GUI_ChangeSelectionType(g_selectionTypeNew);

		GUI_PaletteAnimate();

		if (l_selectionState != g_selectionState)
		{
			Map_SetSelectionObjectPosition(0xFFFF);
			Map_SetSelectionObjectPosition(g_selectionRectanglePosition);
			l_selectionState = g_selectionState;
		}

		const bool narrator_speaking = Audio_Poll();
		if (!narrator_speaking)
		{
			if (!g_enable_audio || !g_enable_music)
			{
				g_musicInBattle = 0;
			}
			else if (g_musicInBattle > 0)
			{
				Audio_PlayMusic(MUSIC_RANDOM_ATTACK);
				l_timerNext = Timer_GetTicks() + 300;
				g_musicInBattle = -1;
			}
			else
			{
				if (Timer_GetTicks() > l_timerNext)
				{
					if (!Audio_MusicIsPlaying())
					{
						if (g_gameOverlay == GAMEOVERLAY_MENTAT)
							Audio_PlayMusic((MusicID)g_table_houseInfo[g_playerHouseID].musicBriefing);
						else
							Audio_PlayMusic(MUSIC_RANDOM_IDLE);

						l_timerNext = Timer_GetTicks() + 300;
						g_musicInBattle = 0;
					}
				}
			}
		}

		GFX_Screen_SetActive(SCREEN_0);

		if ((g_gameOverlay == GAMEOVERLAY_NONE) && (g_selectionType == SELECTIONTYPE_TARGET || g_selectionType == SELECTIONTYPE_PLACE || g_selectionType == SELECTIONTYPE_UNIT || g_selectionType == SELECTIONTYPE_STRUCTURE))
		{
			if (Unit_AnySelected())
			{
				if (l_timerUnitStatus < g_timerGame)
				{
					Unit_DisplayGroupStatusText();
					l_timerUnitStatus = g_timerGame + 300;
				}

				if (g_selectionType != SELECTIONTYPE_TARGET)
				{
					const Unit* u = Unit_FirstSelected(NULL);
					g_selectionPosition = Tile_PackTile(Tile_Center(u->o.position));
				}
			}

			UnitAI_SquadLoop();
			GameLoop_Team();
			GameLoop_Unit();
			GameLoop_Structure();
			GameLoop_House();
		}

		if (g_running && !g_debugScenario)
			GameLoop_LevelEnd();

		if (!g_running)
			break;

		if (frames_skipped > 4 || Timer_QueueIsEmpty())
		{
			frames_skipped = 0;

			if (g_gameOverlay == GAMEOVERLAY_NONE)
				GUI_DrawInterfaceAndRadar();
			else if (g_gameOverlay == GAMEOVERLAY_MENTAT)
				MenuBar_DrawMentatOverlay();
			else
			{
				GUI_DrawInterfaceAndRadar();
				MenuBar_DrawOptionsOverlay();
			}

			Video_Tick();
			A5_UseTransform(SCREENDIV_MAIN);
		}
		else
			frames_skipped++;
	}
end:
	Timer_UnregisterSource();

	Audio_PlayVoice(VOICE_STOP);
	Widget_SetCurrentWidget(0);
	g_selectionPosition = 0xFFFF;
	Unit_UnselectAll();

	if (g_gameOverlay == GAMEOVERLAY_NONE)
		Mouse_TransformToDiv(SCREENDIV_MENU, &g_mouseX, &g_mouseY);
}
Beispiel #3
0
/**
 * Prepare the map (after loading scenario or savegame). Does some basic
 *  sanity-check and corrects stuff all over the place.
 */
void Game_Prepare(void)
{
	PoolFindStruct find;
	uint16 oldSelectionType;
	Tile *t;
	int i;

	g_validateStrictIfZero++;

	oldSelectionType = g_selectionType;
	g_selectionType = SELECTIONTYPE_MENTAT;

	Structure_Recount();
	Unit_Recount();
	Team_Recount();

	t = &g_map[0];
	for (i = 0; i < 64 * 64; i++, t++) {
		Structure *s;
		Unit *u;

		u = Unit_Get_ByPackedTile(i);
		s = Structure_Get_ByPackedTile(i);

		if (u == NULL || !u->o.flags.s.used) t->hasUnit = false;
		if (s == NULL || !s->o.flags.s.used) t->hasStructure = false;
		if (t->isUnveiled) Map_UnveilTile(i, g_playerHouseID);
	}

	find.houseID = HOUSE_INVALID;
	find.index   = 0xFFFF;
	find.type    = 0xFFFF;

	while (true) {
		Unit *u;

		u = Unit_Find(&find);
		if (u == NULL) break;

		if (u->o.flags.s.isNotOnMap) continue;

		Unit_RemoveFog(u);
		Unit_UpdateMap(1, u);
	}

	find.houseID = HOUSE_INVALID;
	find.index   = 0xFFFF;
	find.type    = 0xFFFF;

	while (true) {
		Structure *s;

		s = Structure_Find(&find);
		if (s == NULL) break;
		if (s->o.type == STRUCTURE_SLAB_1x1 || s->o.type == STRUCTURE_SLAB_2x2 || s->o.type == STRUCTURE_WALL) continue;

		if (s->o.flags.s.isNotOnMap) continue;

		Structure_RemoveFog(s);

		if (s->o.type == STRUCTURE_STARPORT && s->o.linkedID != 0xFF) {
			Unit *u = Unit_Get_ByIndex(s->o.linkedID);

			if (!u->o.flags.s.used || !u->o.flags.s.isNotOnMap) {
				s->o.linkedID = 0xFF;
				s->countDown = 0;
			} else {
				Structure_SetState(s, STRUCTURE_STATE_READY);
			}
		}

		Script_Load(&s->o.script, s->o.type);

		if (s->o.type == STRUCTURE_PALACE) {
			House_Get_ByIndex(s->o.houseID)->palacePosition = s->o.position;
		}

		if ((House_Get_ByIndex(s->o.houseID)->palacePosition.x != 0) || (House_Get_ByIndex(s->o.houseID)->palacePosition.y != 0)) continue;
		House_Get_ByIndex(s->o.houseID)->palacePosition = s->o.position;
	}

	find.houseID = HOUSE_INVALID;
	find.index   = 0xFFFF;
	find.type    = 0xFFFF;

	while (true) {
		House *h;

		h = House_Find(&find);
		if (h == NULL) break;

		h->structuresBuilt = Structure_GetStructuresBuilt(h);
		House_UpdateCreditsStorage((uint8)h->index);
		House_CalculatePowerAndCredit(h);
	}

	GUI_Palette_CreateRemap(g_playerHouseID);

	Map_SetSelection(g_selectionPosition);

	if (g_structureActiveType != 0xFFFF) {
		Map_SetSelectionSize(g_table_structureInfo[g_structureActiveType].layout);
	} else {
		Structure *s = Structure_Get_ByPackedTile(g_selectionPosition);

		if (s != NULL) Map_SetSelectionSize(g_table_structureInfo[s->o.type].layout);
	}

	Voice_LoadVoices(g_playerHouseID);

	g_tickHousePowerMaintenance = max(g_timerGame + 70, g_tickHousePowerMaintenance);
	g_viewport_forceRedraw = true;
	g_playerCredits = 0xFFFF;

	g_selectionType = oldSelectionType;
	g_validateStrictIfZero--;
}
Beispiel #4
0
/**
 * Intro menu.
 */
static void GameLoop_GameIntroAnimationMenu()
{
	Timer_SetTimer(TIMER_GUI, true);

	g_techLevel = 0;
	g_campaignID = 0;
	g_scenarioID = 1;
	g_playerHouseID = HOUSE_INVALID;
	g_debugScenario = false;
	g_selectionType = SELECTIONTYPE_MENTAT;
	g_selectionTypeNew = SELECTIONTYPE_MENTAT;

	memset(g_palette1, 0, 3 * 256);
	memset(g_palette2, 0, 3 * 256);

	g_readBufferSize = 12000;
	g_readBuffer = NULL;

	File_ReadBlockFile("IBM.PAL", g_palette_998A, 256 * 3);

	memmove(g_palette1, g_palette_998A, 256 * 3);

	GUI_ClearScreen(SCREEN_0);

	GFX_SetPalette(g_palette1);
	GFX_SetPalette(g_palette2);

	GUI_Palette_CreateMapping(g_palette1, g_paletteMapping1, 0xC, 0x55);
	g_paletteMapping1[0xFF] = 0xFF;
	g_paletteMapping1[0xDF] = 0xDF;
	g_paletteMapping1[0xEF] = 0xEF;

	GUI_Palette_CreateMapping(g_palette1, g_paletteMapping2, 0xF, 0x55);
	g_paletteMapping2[0xFF] = 0xFF;
	g_paletteMapping2[0xDF] = 0xDF;
	g_paletteMapping2[0xEF] = 0xEF;

	Script_LoadFromFile("TEAM.EMC", g_scriptTeam, g_scriptFunctionsTeam, NULL);
	Script_LoadFromFile("BUILD.EMC", g_scriptStructure, g_scriptFunctionsStructure, NULL);

	GUI_Palette_CreateRemap(HOUSE_MERCENARY);

	Video_SetCursor(SHAPE_CURSOR_NORMAL);

	Window_WidgetClick_Create();
	Unit_Init();
	UnitAI_ClearSquads();
	Team_Init();
	House_Init();
	Structure_Init();

	{
		Audio_PlayMusic(MUSIC_STOP);

		free(g_readBuffer);
		g_readBufferSize = 0x6D60;
		g_readBuffer = calloc(1, g_readBufferSize);

		Menu_GameStarted();
	}

	GFX_SetPalette(g_palette1);
}