Beispiel #1
0
/**
 * Link two variable4 values to eachother, and clean up existing values if
 *  needed.
 * @param encodedFrom From where the link goes.
 * @param encodedTo To where the link goes.
 */
void Object_Script_Variable4_Link(uint16 encodedFrom, uint16 encodedTo)
{
	Object* objectFrom;
	Object* objectTo;

	if (!Tools_Index_IsValid(encodedFrom))
		return;
	if (!Tools_Index_IsValid(encodedTo))
		return;

	objectFrom = Tools_Index_GetObject(encodedFrom);
	objectTo = Tools_Index_GetObject(encodedTo);

	if (objectFrom == NULL)
		return;
	if (objectTo == NULL)
		return;

	if (objectFrom->script.variables[4] != objectTo->script.variables[4])
	{
		Object_Script_Variable4_Clear(objectFrom);
		Object_Script_Variable4_Clear(objectTo);
	}
	if (objectFrom->script.variables[4] != 0)
		return;

	Object_Script_Variable4_Set(objectFrom, encodedTo);
	Object_Script_Variable4_Set(objectTo, encodedFrom);

	return;
}
Beispiel #2
0
/**
 * Unknown function 0C5A.
 *
 * Stack: *none*
 *
 * @param script The script engine to operate on.
 * @return unknown.
 */
uint16 Script_Structure_Unknown0C5A(ScriptEngine *script)
{
	tile32 tile;
	Structure *s;
	Unit *u;
	uint16 position;

	VARIABLE_NOT_USED(script);

	s = g_scriptCurrentStructure;

	if (s->o.linkedID == 0xFF) return 0;

	u = Unit_Get_ByIndex(s->o.linkedID);

	if (g_table_unitInfo[u->o.type].movementType == MOVEMENT_WINGER && Unit_SetPosition(u, s->o.position)) {
		s->o.linkedID = u->o.linkedID;
		u->o.linkedID = 0xFF;

		if (s->o.linkedID == 0xFF) Structure_SetState(s, STRUCTURE_STATE_IDLE);
		Object_Script_Variable4_Clear(&s->o);

		if (s->o.houseID == g_playerHouseID) Sound_Output_Feedback(g_playerHouseID + 49);

		return 1;
	}

	position = Structure_FindFreePosition(s, u->o.type == UNIT_HARVESTER);
	if (position == 0) return 0;

	u->o.seenByHouses |= s->o.seenByHouses;

	tile = Tile_Center(Tile_UnpackTile(position));

	if (!Unit_SetPosition(u, tile)) return 0;

	s->o.linkedID = u->o.linkedID;
	u->o.linkedID = 0xFF;

	Unit_SetOrientation(u, Tile_GetDirection(s->o.position, u->o.position) & 0xE0, true, 0);
	Unit_SetOrientation(u, u->orientation[0].current, true, 1);

	if (u->o.houseID == g_playerHouseID && u->o.type == UNIT_HARVESTER) {
		GUI_DisplayHint(STR_SEARCH_FOR_SPICE_FIELDS_TO_HARVEST, 0x6A);
	}

	if (s->o.linkedID == 0xFF) Structure_SetState(s, STRUCTURE_STATE_IDLE);
	Object_Script_Variable4_Clear(&s->o);

	if (s->o.houseID != g_playerHouseID) return 1;
	if (s->o.type == STRUCTURE_REPAIR) return 1;

	Sound_Output_Feedback(g_playerHouseID + ((u->o.type == UNIT_HARVESTER) ? 68 : 30));

	return 1;
}
Beispiel #3
0
/**
 * Unknown function 2BD5.
 *
 * Stack: *none*.
 *
 * @param script The script engine to operate on.
 * @return ??.
 */
uint16 Script_Unit_Unknown2BD5(ScriptEngine *script)
{
	Unit *u;

	VARIABLE_NOT_USED(script);

	u = g_scriptCurrentUnit;

	switch (Tools_Index_GetType(u->o.script.variables[4])) {
		case IT_UNIT: {
			Unit *u2;

			u2 = Tools_Index_GetUnit(u->o.script.variables[4]);

			if (Tools_Index_Encode(u->o.index, IT_UNIT) == u2->o.script.variables[4] && u2->o.houseID == u->o.houseID) return 1;

			u2->targetMove = 0;
		} break;

		case IT_STRUCTURE: {
			Structure *s;

			s = Tools_Index_GetStructure(u->o.script.variables[4]);
			if (Tools_Index_Encode(u->o.index, IT_UNIT) == s->o.script.variables[4] && s->o.houseID == u->o.houseID) return 1;
		} break;

		default: break;
	}

	Object_Script_Variable4_Clear(&u->o);
	return 0;
}
Beispiel #4
0
/**
 * Unknown function 0A81.
 *
 * Stack: *none*
 *
 * @param script The script engine to operate on.
 * @return unknown.
 */
uint16 Script_Structure_Unknown0A81(ScriptEngine *script)
{
	uint16 structureIndex;
	Structure *s;
	Unit *u;

	VARIABLE_NOT_USED(script);

	s = g_scriptCurrentStructure;

	structureIndex = Tools_Index_Encode(s->o.index, IT_STRUCTURE);

	u = Tools_Index_GetUnit(s->o.script.variables[4]);
	if (u != NULL) {
		if (structureIndex == u->o.script.variables[4]) return s->o.script.variables[4];
		Object_Script_Variable4_Clear(&u->o);
	}

	Object_Script_Variable4_Clear(&s->o);

	return 0;
}
Beispiel #5
0
/**
 * Unknown function 11B9.
 *
 * Stack: 1 - Encoded tile.
 *
 * @param script The script engine to operate on.
 * @return unknown.
 */
uint16 Script_Structure_Unknown11B9(ScriptEngine *script)
{
	uint16 encoded;
	Unit *u;

	encoded = STACK_PEEK(1);

	if (!Tools_Index_IsValid(encoded)) return 0;
	if (Tools_Index_GetType(encoded) != IT_UNIT) return 0;

	u = Tools_Index_GetUnit(encoded);
	if (u == NULL) return 0;

	Object_Script_Variable4_Clear(&u->o);
	u->targetMove = 0;

	return 0;
}
Beispiel #6
0
/**
 * Unknown function 2552.
 *
 * Stack: *none*.
 *
 * @param script The script engine to operate on.
 * @return The value 0. Always.
 */
uint16 Script_Unit_Unknown2552(ScriptEngine *script)
{
	Unit *u;
	Unit *u2;

	VARIABLE_NOT_USED(script);

	u = g_scriptCurrentUnit;
	if (u->o.script.variables[4] == 0) return 0;

	u2 = Tools_Index_GetUnit(u->o.script.variables[4]);
	if (u2 == NULL || u2->o.type != UNIT_CARRYALL) return 0;

	Object_Script_Variable4_Clear(&u->o);
	u2->targetMove = 0;

	return 0;
}
Beispiel #7
0
/**
 * Handles Click event for unit commands button.
 *
 * @param w The widget.
 * @return True, always.
 */
bool GUI_Widget_TextButton_Click(Widget *w)
{
	const UnitInfo *ui;
	const ActionInfo *ai;
	const uint16 *actions;
	ActionType action;
	Unit *u;
	uint16 *found;
	ActionType unitAction;

	u = g_unitSelected;
	ui = &g_table_unitInfo[u->o.type];

	actions = ui->o.actionsPlayer;
	if (Unit_GetHouseID(u) != g_playerHouseID && u->o.type != UNIT_HARVESTER) {
		actions = g_table_actionsAI;
	}

	action = actions[w->index - 8];

	unitAction = u->nextActionID;
	if (unitAction == ACTION_INVALID) {
		unitAction = u->actionID;
	}

	if (u->deviated != 0) {
		Unit_Deviation_Decrease(u, 5);
		if (u->deviated == 0) {
			GUI_Widget_MakeNormal(w, false);
			return true;
		}
	}

	GUI_Widget_MakeSelected(w, false);

	ai = &g_table_actionInfo[action];

	if (ai->selectionType != g_selectionType) {
		g_unitActive = g_unitSelected;
		g_activeAction = action;
		GUI_ChangeSelectionType(ai->selectionType);

		return true;
	}

	Object_Script_Variable4_Clear(&u->o);
	u->targetAttack = 0;
	u->targetMove = 0;
	u->route[0] = 0xFF;

	Unit_SetAction(u, action);

	if (ui->movementType == MOVEMENT_FOOT) Sound_StartSound(ai->soundID);

	if (unitAction == action) return true;

	found = memchr(actions, unitAction, 4);
	if (found == NULL) return true;

	GUI_Widget_MakeNormal(GUI_Widget_Get_ByIndex(g_widgetLinkedListHead, found - actions + 8), false);

	return true;
}
Beispiel #8
0
/**
 * Pickup a unit (either from structure or on the map). The unit that does the
 *  picking up returns the unit to his last position.
 *
 * Stack: *none*.
 *
 * @param script The script engine to operate on.
 * @return The value 0. Always.
 */
uint16 Script_Unit_Pickup(ScriptEngine *script)
{
	Unit *u;

	VARIABLE_NOT_USED(script);

	u = g_scriptCurrentUnit;

	if (u->o.linkedID != 0xFF) return 0;

	switch (Tools_Index_GetType(u->targetMove)) {
		case IT_STRUCTURE: {
			Structure *s;
			Unit *u2;

			s = Tools_Index_GetStructure(u->targetMove);

			/* There was nothing to pickup here */
			if (s->state != STRUCTURE_STATE_READY) {
				Object_Script_Variable4_Clear(&u->o);
				u->targetMove = 0;
				return 0;
			}

			u->o.flags.s.inTransport = true;

			Object_Script_Variable4_Clear(&u->o);
			u->targetMove = 0;

			u2 = Unit_Get_ByIndex(s->o.linkedID);

			/* Pickup the unit */
			u->o.linkedID = u2->o.index & 0xFF;
			s->o.linkedID = u2->o.linkedID;
			u2->o.linkedID = 0xFF;

			if (s->o.linkedID == 0xFF) Structure_SetState(s, STRUCTURE_STATE_IDLE);

			/* Check if the unit has a return-to position or try to find spice in case of a harvester */
			if (u2->targetLast.tile != 0) {
				u->targetMove = Tools_Index_Encode(Tile_PackTile(u2->targetLast), IT_TILE);
			} else if (u2->o.type == UNIT_HARVESTER && Unit_GetHouseID(u2) != g_playerHouseID) {
				u->targetMove = Tools_Index_Encode(Map_SearchSpice(Tile_PackTile(u->o.position), 20), IT_TILE);
			}

			Unit_UpdateMap(2, u);

			return 1;
		}

		case IT_UNIT: {
			Unit *u2;
			Structure *s = NULL;
			PoolFindStruct find;
			int16 minDistance = 0;

			u2 = Tools_Index_GetUnit(u->targetMove);

			if (!u2->o.flags.s.allocated) return 0;

			find.houseID = Unit_GetHouseID(u);
			find.index   = 0xFFFF;
			find.type    = 0xFFFF;

			/* Find closest refinery / repair station */
			while (true) {
				Structure *s2;
				int16 distance;

				s2 = Structure_Find(&find);
				if (s2 == NULL) break;

				distance = Tile_GetDistanceRoundedUp(s2->o.position, u->o.position);

				if (u2->o.type == UNIT_HARVESTER) {
					if (s2->o.type != STRUCTURE_REFINERY || s2->state != STRUCTURE_STATE_IDLE || s2->o.script.variables[4] != 0) continue;
					if (minDistance != 0 && distance >= minDistance) break;
					minDistance = distance;
					s = s2;
					break;
				}

				if (s2->o.type != STRUCTURE_REPAIR || s2->state != STRUCTURE_STATE_IDLE || s2->o.script.variables[4] != 0) continue;

				if (minDistance != 0 && distance >= minDistance) continue;
				minDistance = distance;
				s = s2;
			}

			if (s == NULL) return 0;

			/* Deselect the unit as it is about to be picked up */
			if (u2 == g_unitSelected) Unit_Select(NULL);

			/* Pickup the unit */
			u->o.linkedID = u2->o.index & 0xFF;
			u->o.flags.s.inTransport = true;

			Unit_UpdateMap(0, u2);

			Unit_Hide(u2);

			/* Set where we are going to */
			Object_Script_Variable4_Link(Tools_Index_Encode(u->o.index, IT_UNIT), Tools_Index_Encode(s->o.index, IT_STRUCTURE));
			u->targetMove = u->o.script.variables[4];

			Unit_UpdateMap(2, u);

			if (u2->o.type != UNIT_HARVESTER) return 0;

			/* Check if we want to return to this spice field later */
			if (Map_SearchSpice(Tile_PackTile(u2->o.position), 2) == 0) {
				u2->targetPreLast.tile = 0;
				u2->targetLast.tile    = 0;
			}

			return 0;
		}

		default: return 0;
	}
}
Beispiel #9
0
/**
 * Delivery of transport, either to structure or to a tile.
 *
 * Stack: *none*.
 *
 * @param script The script engine to operate on.
 * @return One if delivered, zero otherwise..
 */
uint16 Script_Unit_TransportDeliver(ScriptEngine *script)
{
	Unit *u;
	Unit *u2;

	VARIABLE_NOT_USED(script);

	u = g_scriptCurrentUnit;

	if (u->o.linkedID == 0xFF) return 0;
	if (Tools_Index_GetType(u->targetMove) == IT_UNIT) return 0;

	if (Tools_Index_GetType(u->targetMove) == IT_STRUCTURE) {
		const StructureInfo *si;
		Structure *s;

		s = Tools_Index_GetStructure(u->targetMove);
		si = &g_table_structureInfo[s->o.type];

		if (s->o.type == STRUCTURE_STARPORT) {
			uint16 ret = 0;

			if (s->state == STRUCTURE_STATE_BUSY) {
				s->o.linkedID = u->o.linkedID;
				u->o.linkedID = 0xFF;
				u->o.flags.s.inTransport = false;
				u->amount = 0;

				Unit_UpdateMap(2, u);

				Voice_PlayAtTile(24, u->o.position);

				Structure_SetState(s, STRUCTURE_STATE_READY);

				ret = 1;
			}

			Object_Script_Variable4_Clear(&u->o);
			u->targetMove = 0;

			return ret;
		}

		if ((s->state == STRUCTURE_STATE_IDLE || (si->o.flags.busyStateIsIncoming && s->state == STRUCTURE_STATE_BUSY)) && s->o.linkedID == 0xFF) {
			Voice_PlayAtTile(24, u->o.position);

			Unit_EnterStructure(Unit_Get_ByIndex(u->o.linkedID), s);

			Object_Script_Variable4_Clear(&u->o);
			u->targetMove = 0;

			u->o.linkedID = 0xFF;
			u->o.flags.s.inTransport = false;
			u->amount = 0;

			Unit_UpdateMap(2, u);

			return 1;
		}

		Object_Script_Variable4_Clear(&u->o);
		u->targetMove = 0;

		return 0;
	}

	if (!Map_IsValidPosition(Tile_PackTile(Tile_Center(u->o.position)))) return 0;

	u2 = Unit_Get_ByIndex(u->o.linkedID);

	if (!Unit_SetPosition(u2, Tile_Center(u->o.position))) return 0;

	if (u2->o.houseID == g_playerHouseID) {
		Voice_PlayAtTile(24, u->o.position);
	}

	Unit_SetOrientation(u2, u->orientation[0].current, true, 0);
	Unit_SetOrientation(u2, u->orientation[0].current, true, 1);
	Unit_SetSpeed(u2, 0);

	u->o.linkedID = u2->o.linkedID;
	u2->o.linkedID = 0xFF;

	if (u->o.linkedID != 0xFF) return 1;

	u->o.flags.s.inTransport = false;

	Object_Script_Variable4_Clear(&u->o);
	u->targetMove = 0;

	return 1;
}
Beispiel #10
0
/**
 * Handles the Click events for the Viewport widget.
 *
 * @param w The widget.
 */
bool GUI_Widget_Viewport_Click(Widget *w)
{
	uint16 direction;
	uint16 x, y;
	uint16 spriteID;
	uint16 packed;
	bool click, drag;

	spriteID = g_cursorSpriteID;
	switch (w->index) {
		default: break;
		case 39: spriteID = 1; break;
		case 40: spriteID = 2; break;
		case 41: spriteID = 4; break;
		case 42: spriteID = 3; break;
		case 43: spriteID = g_cursorDefaultSpriteID; break;
		case 44: spriteID = g_cursorDefaultSpriteID; break;
		case 45: spriteID = 0; break;
	}

	if (spriteID != g_cursorSpriteID) {
		/* HotSpots for different cursor types. */
		static const XYPosition cursorHotSpots[6] = {{0, 0}, {5, 0}, {8, 5}, {5, 8}, {0, 5}, {8, 8}};

		s_tickCursor = g_timerGame;

		Sprites_SetMouseSprite(cursorHotSpots[spriteID].x, cursorHotSpots[spriteID].y, g_sprites[spriteID]);

		g_cursorSpriteID = spriteID;
	}

	if (w->index == 45) return true;

	click = false;
	drag = false;

	if ((w->state.buttonState & 0x11) != 0) {
		click = true;
		g_var_37B8 = false;
	} else if ((w->state.buttonState & 0x22) != 0 && !g_var_37B8) {
		drag = true;
	}

	/* ENHANCEMENT -- Dune2 depends on slow CPUs to limit the rate mouse clicks are handled. */
	if (g_dune2_enhanced && (click || drag)) {
		if (s_tickClick + 2 >= g_timerGame) return true;
		s_tickClick = g_timerGame;
	}

	direction = 0xFFFF;
	switch (w->index) {
		default: break;
		case 39: direction = 0; break;
		case 40: direction = 2; break;
		case 41: direction = 6; break;
		case 42: direction = 4; break;
	}

	if (direction != 0xFFFF) {
		/* Always scroll if we have a click or a drag */
		if (!click && !drag) {
			/* Wait for either one of the timers */
			if (s_tickMapScroll + 10 >= g_timerGame || s_tickCursor + 20 >= g_timerGame) return true;
			/* Don't scroll if we have a structure/unit selected and don't want to autoscroll */
			if (g_gameConfig.autoScroll == 0 && (g_selectionType == SELECTIONTYPE_STRUCTURE || g_selectionType == SELECTIONTYPE_UNIT)) return true;
		}

		s_tickMapScroll = g_timerGame;

		Map_MoveDirection(direction);
		return true;
	}

	if (click) {
		x = g_mouseClickX;
		y = g_mouseClickY;
	} else {
		x = g_mouseX;
		y = g_mouseY;
	}

	if (w->index == 43) {
		x =  x / 16 + Tile_GetPackedX(g_minimapPosition);
		y = (y - 40) / 16 + Tile_GetPackedY(g_minimapPosition);
	} else if (w->index == 44) {
		uint16 mapScale;
		const MapInfo *mapInfo;

		mapScale = g_scenario.mapScale;
		mapInfo = &g_mapInfos[mapScale];

		x = min((max(x, 256) - 256) / (mapScale + 1), mapInfo->sizeX - 1) + mapInfo->minX;
		y = min((max(y, 136) - 136) / (mapScale + 1), mapInfo->sizeY - 1) + mapInfo->minY;
	}

	packed = Tile_PackXY(x, y);

	if (click && g_selectionType == SELECTIONTYPE_TARGET) {
		Unit *u;
		ActionType action;
		uint16 encoded;

		GUI_DisplayText(NULL, -1);

		if (g_unitHouseMissile != NULL) {
			Unit_LaunchHouseMissile(packed);
			return true;
		}

		u = g_unitActive;

		action = g_activeAction;

		Object_Script_Variable4_Clear(&u->o);
		u->targetAttack   = 0;
		u->targetMove     = 0;
		u->route[0] = 0xFF;

		if (action != ACTION_MOVE && action != ACTION_HARVEST) {
			encoded = Tools_Index_Encode(Unit_FindTargetAround(packed), IT_TILE);
		} else {
			encoded = Tools_Index_Encode(packed, IT_TILE);
		}

		Unit_SetAction(u, action);

		if (action == ACTION_MOVE) {
			Unit_SetDestination(u, encoded);
		} else if (action == ACTION_HARVEST) {
			u->targetMove = encoded;
		} else {
			Unit *target;

			Unit_SetTarget(u, encoded);
			target = Tools_Index_GetUnit(u->targetAttack);
			if (target != NULL) target->blinkCounter = 8;
		}

		if (g_enableVoices == 0) {
			Driver_Sound_Play(36, 0xFF);
		} else if (g_table_unitInfo[u->o.type].movementType == MOVEMENT_FOOT) {
			Sound_StartSound(g_table_actionInfo[action].soundID);
		} else {
			Sound_StartSound(((Tools_Random_256() & 0x1) == 0) ? 20 : 17);
		}

		g_unitActive   = NULL;
		g_activeAction = 0xFFFF;

		GUI_ChangeSelectionType(SELECTIONTYPE_UNIT);
		return true;
	}

	if (click && g_selectionType == SELECTIONTYPE_PLACE) {
		const StructureInfo *si;
		Structure *s;
		House *h;

		s = g_structureActive;
		si = &g_table_structureInfo[g_structureActiveType];
		h = g_playerHouse;

		if (Structure_Place(s, g_selectionPosition)) {
			Voice_Play(20);

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

			if (g_structureActiveType == STRUCTURE_REFINERY && g_validateStrictIfZero == 0) {
				Unit *u;

				g_validateStrictIfZero++;
				u = Unit_CreateWrapper(g_playerHouseID, UNIT_HARVESTER, Tools_Index_Encode(s->o.index, IT_STRUCTURE));
				g_validateStrictIfZero--;

				if (u == NULL) {
					h->harvestersIncoming++;
				} else {
					u->originEncoded = Tools_Index_Encode(s->o.index, IT_STRUCTURE);
				}
			}

			GUI_ChangeSelectionType(SELECTIONTYPE_STRUCTURE);

			s = Structure_Get_ByPackedTile(g_structureActivePosition);
			if (s != NULL) {
				if ((Structure_GetBuildable(s) & (1 << s->objectType)) == 0) Structure_BuildObject(s, 0xFFFE);
			}

			g_structureActiveType = 0xFFFF;
			g_structureActive     = NULL;
			g_selectionState      = 0; /* Invalid. */

			GUI_DisplayHint(si->o.hintStringID, si->o.spriteID);

			House_UpdateRadarState(h);

			if (h->powerProduction < h->powerUsage) {
				if ((h->structuresBuilt & (1 << STRUCTURE_OUTPOST)) != 0) {
					GUI_DisplayText(String_Get_ByIndex(STR_NOT_ENOUGH_POWER_FOR_RADAR_BUILD_WINDTRAPS), 3);
				}
			}
			return true;
		}

		Voice_Play(47);

		if (g_structureActiveType == STRUCTURE_SLAB_1x1 || g_structureActiveType == STRUCTURE_SLAB_2x2) {
			GUI_DisplayText(String_Get_ByIndex(STR_CAN_NOT_PLACE_FOUNDATION_HERE), 2);
		} else {
			GUI_DisplayHint(STR_STRUCTURES_MUST_BE_PLACED_ON_CLEAR_ROCK_OR_CONCRETE_AND_ADJACENT_TO_ANOTHER_FRIENDLY_STRUCTURE, 0xFFFF);
			GUI_DisplayText(String_Get_ByIndex(STR_CAN_NOT_PLACE_S_HERE), 2, String_Get_ByIndex(si->o.stringID_abbrev));
		}
		return true;
	}

	if (click && w->index == 43) {
		uint16 position;

		if (g_debugScenario) {
			position = packed;
		} else {
			position = Unit_FindTargetAround(packed);
		}

		if (g_map[position].overlaySpriteID != g_veiledSpriteID || g_debugScenario) {
			if (Object_GetByPackedTile(position) != NULL || g_debugScenario) {
				Map_SetSelection(position);
				Unit_DisplayStatusText(g_unitSelected);
			}
		}

		if ((w->state.buttonState & 0x10) != 0) Map_SetViewportPosition(packed);

		return true;
	}

	if ((click || drag) && w->index == 44) {
		Map_SetViewportPosition(packed);
		return true;
	}

	if (g_selectionType == SELECTIONTYPE_TARGET) {
		Map_SetSelection(Unit_FindTargetAround(packed));
	} else if (g_selectionType == SELECTIONTYPE_PLACE) {
		Map_SetSelection(packed);
	}

	return true;
}