Ejemplo n.º 1
0
void Driver_Voice_Play(const uint8 *data, int16 arg0A)
{
	static int16 l_var_639A = -1;

	Driver *voice = g_driverVoice;

	if (!g_gameConfig.sounds || voice->index == 0xFFFF) return;

	if (data == NULL) {
		arg0A = 0x100;
	} else {
		arg0A = min(arg0A, 0xFF);
	}

	if (!Driver_Voice_IsPlaying()) l_var_639A = -1;

	if (arg0A < l_var_639A) return;

	Driver_Voice_Stop();

	if (data == NULL) return;

	l_var_639A = arg0A;

	if (data == NULL) return;

	DSP_Play(data);
}
Ejemplo n.º 2
0
/**
 * Updates the radar state for the given house.
 * @param h The house.
 * @return True if and only if the radar has been activated.
 */
bool House_UpdateRadarState(House *h)
{
	void *wsa;
	uint16 frame;
	uint16 frameCount;
	bool activate;

	if (h == NULL || h->index != g_playerHouseID) return false;

	wsa = NULL;

	activate = h->flags.radarActivated;

	if (h->flags.radarActivated) {
		/* Deactivate radar */
		if ((h->structuresBuilt & (1 << STRUCTURE_OUTPOST)) == 0 || h->powerProduction < h->powerUsage) activate = false;
	} else {
		/* Activate radar */
		if ((h->structuresBuilt & (1 << STRUCTURE_OUTPOST)) != 0 && h->powerProduction >= h->powerUsage) activate = true;
	}

	if (h->flags.radarActivated == activate) return false;

	wsa = WSA_LoadFile("STATIC.WSA", GFX_Screen_Get_ByIndex(3), GFX_Screen_GetSize_ByIndex(3), true);
	frameCount = WSA_GetFrameCount(wsa);

	g_textDisplayNeedsUpdate = true;

	GUI_Mouse_Hide_Safe();

	while (Driver_Voice_IsPlaying()) sleepIdle();

	Voice_Play(62);

	Sound_Output_Feedback(activate ? 28 : 29);

	frameCount = WSA_GetFrameCount(wsa);

	for (frame = 0; frame < frameCount; frame++) {
		WSA_DisplayFrame(wsa, activate ? frameCount - frame : frame, 256, 136, 0);
		GUI_PaletteAnimate();

		g_timerTimeout = 3;
		while (g_timerTimeout != 0) sleepIdle();
	}

	h->flags.radarActivated = activate;

	WSA_Unload(wsa);

	g_viewport_forceRedraw = true;

	GUI_Mouse_Show_Safe();

	GUI_Widget_Viewport_RedrawMap(0);

	return activate;
}
Ejemplo n.º 3
0
void Driver_Voice_Stop()
{
	Driver *voice = g_driverVoice;

	if (Driver_Voice_IsPlaying()) DSP_Stop();

	if (voice->contentMalloced) {
		free(voice->content);
		voice->contentMalloced = false;
	}

	voice->content = NULL;
}
Ejemplo n.º 4
0
/**
 * Start speech.
 * Start a new speech fragment if possible.
 * @return Sound is produced.
 */
bool Sound_StartSpeech()
{
    if (g_gameConfig.sounds == 0) return false;

    if (Driver_Voice_IsPlaying()) return true;

    s_variable_4060 = 0;

    if (s_spokenWords[0] == 0xFFFF) return false;

    Sound_StartSound(s_spokenWords[0]);
    /* Move speech parts one place. */
    memmove(&s_spokenWords[0], &s_spokenWords[1], sizeof(s_spokenWords) - sizeof(s_spokenWords[0]));
    s_spokenWords[lengthof(s_spokenWords) - 1] = 0xFFFF;

    return true;
}
Ejemplo n.º 5
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);
}
Ejemplo n.º 6
0
/**
 * Handles Click event for "Options" button.
 *
 * @param w The widget.
 * @return False, always.
 */
bool GUI_Widget_Options_Click(Widget *w)
{
	WindowDesc *desc = &g_optionsWindowDesc;
	uint16 cursor = g_cursorSpriteID;
	bool loop;

	g_cursorSpriteID = 0;

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

	Sprites_UnloadTiles();

	memmove(g_palette_998A, g_paletteActive, 256 * 3);

	Driver_Voice_Play(NULL, 0xFF);

	Timer_SetTimer(TIMER_GAME, false);

	GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22);

	ShadeScreen();

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	for (loop = true; loop; sleepIdle()) {
		Widget *w2 = g_widgetLinkedListTail;
		uint16 key = GUI_Widget_HandleEvents(w2);

		if ((key & 0x8000) != 0) {
			w = GUI_Widget_Get_ByIndex(w2, key);

			GUI_Window_RestoreScreen(desc);

			switch ((key & 0x7FFF) - 0x1E) {
				case 0:
					if (GUI_Widget_SaveLoad_Click(false)) loop = false;
					break;

				case 1:
					if (GUI_Widget_SaveLoad_Click(true)) loop = false;
					break;

				case 2:
					GUI_Widget_GameControls_Click(w);
					break;

				case 3:
					/* "Are you sure you wish to restart?" */
					if (!GUI_YesNo(0x76)) break;

					loop = false;
					g_gameMode = GM_RESTART;
					break;

				case 4:
					/* "Are you sure you wish to pick a new house?" */
					if (!GUI_YesNo(0x77)) break;

					loop = false;
					Driver_Music_FadeOut();
					g_gameMode = GM_PICKHOUSE;
					break;

				case 5:
					loop = false;
					break;

				case 6:
					/* "Are you sure you want to quit playing?" */
					loop = !GUI_YesNo(0x65);
					g_running = loop;

					Sound_Output_Feedback(0xFFFE);

					while (Driver_Voice_IsPlaying()) sleepIdle();
					break;

				default: break;
			}

			if (g_running && loop) {
				GUI_Window_BackupScreen(desc);

				GUI_Window_Create(desc);
			}
		}

		GUI_PaletteAnimate();
	}

	g_textDisplayNeedsUpdate = true;

	Sprites_LoadTiles();
	GUI_DrawInterfaceAndRadar(SCREEN_0);

	UnshadeScreen();

	GUI_Widget_MakeSelected(w, false);

	Timer_SetTimer(TIMER_GAME, true);

	GameOptions_Save();

	Structure_Recount();
	Unit_Recount();

	g_cursorSpriteID = cursor;

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

	return false;
}