/** * Show the Mentat screen with a dialog (Proceed / Repeat). * @param houseID The house to show the mentat of. * @param stringID The string to show. * @param wsaFilename The WSA to show. * @param musicID The Music to play. */ static void GUI_Mentat_ShowDialog(uint8 houseID, uint16 stringID, const char *wsaFilename, uint16 musicID) { Widget *w1, *w2; if (g_debugSkipDialogs) return; w1 = GUI_Widget_Allocate(1, GUI_Widget_GetShortcut(String_Get_ByIndex(STR_PROCEED)[0]), 168, 168, 379, 0); w2 = GUI_Widget_Allocate(2, GUI_Widget_GetShortcut(String_Get_ByIndex(STR_REPEAT)[0]), 240, 168, 381, 0); w1 = GUI_Widget_Link(w1, w2); Sound_Output_Feedback(0xFFFE); Driver_Voice_Play(NULL, 0xFF); Music_Play(musicID); stringID += STR_HOUSE_HARKONNENFROM_THE_DARK_WORLD_OF_GIEDI_PRIME_THE_SAVAGE_HOUSE_HARKONNEN_HAS_SPREAD_ACROSS_THE_UNIVERSE_A_CRUEL_PEOPLE_THE_HARKONNEN_ARE_RUTHLESS_TOWARDS_BOTH_FRIEND_AND_FOE_IN_THEIR_FANATICAL_PURSUIT_OF_POWER + houseID * 40; do { strncpy(g_readBuffer, String_Get_ByIndex(stringID), g_readBufferSize); sleepIdle(); } while (GUI_Mentat_Show(g_readBuffer, wsaFilename, w1, true) == 0x8002); free(w2); free(w1); if (musicID != 0xFFFF) Driver_Music_FadeOut(); }
/** * Destroy a structure and spawn soldiers around the place. * * Stack: *none* * * @param script The script engine to operate on. * @return Always 0. */ uint16 Script_Structure_Destroy(ScriptEngine *script) { Structure *s; uint16 position; uint16 layout; uint16 i; VARIABLE_NOT_USED(script); s = g_scriptCurrentStructure; layout = g_table_structureInfo[s->o.type].layout; position = Tile_PackTile(s->o.position); Structure_Remove(s); for (i = 0; i < g_table_structure_layoutTileCount[layout]; i++) { tile32 tile; Unit *u; tile = Tile_UnpackTile(position + g_table_structure_layoutTiles[layout][i]); if (g_table_structureInfo[s->o.type].o.spawnChance < Tools_Random_256()) continue; u = Unit_Create(UNIT_INDEX_INVALID, UNIT_SOLDIER, s->o.houseID, tile, Tools_Random_256()); if (u == NULL) continue; u->o.hitpoints = g_table_unitInfo[UNIT_SOLDIER].o.hitpoints * (Tools_Random_256() & 3) / 256; if (s->o.houseID != g_playerHouseID) { Unit_SetAction(u, ACTION_ATTACK); continue; } Unit_SetAction(u, ACTION_MOVE); tile = Tile_MoveByRandom(u->o.position, 32, true); u->targetMove = Tools_Index_Encode(Tile_PackTile(tile), IT_TILE); } if (g_debugScenario) return 0; if (s->o.houseID != g_playerHouseID) return 0; if (g_config.language == LANGUAGE_FRENCH) { GUI_DisplayText("%s %s %s", 0, String_Get_ByIndex(g_table_structureInfo[s->o.type].o.stringID_full), g_table_houseInfo[s->o.houseID].name, String_Get_ByIndex(0x85)); } else { GUI_DisplayText("%s %s %s", 0, g_table_houseInfo[s->o.houseID].name, String_Get_ByIndex(g_table_structureInfo[s->o.type].o.stringID_full), String_Get_ByIndex(0x85)); } return 0; }
void async_GUI_Mentat_ShowDialogOpen() { asyncMentatShowDialog.w1 = GUI_Widget_Allocate(1, GUI_Widget_GetShortcut(String_Get_ByIndex(STR_PROCEED)[0]), 168, 168, 379, 0); asyncMentatShowDialog.w2 = GUI_Widget_Allocate(2, GUI_Widget_GetShortcut(String_Get_ByIndex(STR_REPEAT)[0]), 240, 168, 381, 0); asyncMentatShowDialog.w1 = GUI_Widget_Link(asyncMentatShowDialog.w1, asyncMentatShowDialog.w2); Sound_Output_Feedback(0xFFFE); Driver_Voice_Play(NULL, 0xFF); Music_Play(asyncMentatShowDialog.musicID); asyncMentatShowDialog.stringID += STR_HOUSE_HARKONNENFROM_THE_DARK_WORLD_OF_GIEDI_PRIME_THE_SAVAGE_HOUSE_HARKONNEN_HAS_SPREAD_ACROSS_THE_UNIVERSE_A_CRUEL_PEOPLE_THE_HARKONNEN_ARE_RUTHLESS_TOWARDS_BOTH_FRIEND_AND_FOE_IN_THEIR_FANATICAL_PURSUIT_OF_POWER + asyncMentatShowDialog.houseID * 40; }
static void FillSavegameDesc(bool save) { uint8 i; for (i = 0; i < 5; i++) { char *desc = g_savegameDesc[i]; char *filename; uint8 fileId; *desc = '\0'; if (s_savegameIndexBase - i < 0) continue; if (s_savegameIndexBase - i == s_savegameCountOnDisk) { if (!save) continue; strncpy(desc, String_Get_ByIndex(STR_EMPTY_SLOT_), 50); continue; } filename = GenerateSavegameFilename(s_savegameIndexBase - i); if (!File_Exists(filename)) continue; fileId = ChunkFile_Open(filename); ChunkFile_Read(fileId, HTOBE32(CC_NAME), desc, 50); ChunkFile_Close(fileId); continue; } }
/** * Shows the Help window. * @param proceed Display a "Proceed" button if true, "Exit" otherwise. */ static void AsyncGUI_Mentat_ShowHelpList(bool proceed) { GUI_Mentat_ShowHelpList_oldScreenID = GFX_Screen_SetActive(2); Input_Flags_SetBits(INPUT_FLAG_KEY_REPEAT); Input_History_Clear(); GUI_Mentat_Display(NULL, g_playerHouseID); g_widgetMentatFirst = GUI_Widget_Allocate(1, GUI_Widget_GetShortcut(*String_Get_ByIndex(STR_EXIT)), 200, 168, proceed ? 379 : 377, 5); g_widgetMentatFirst->shortcut2 = 'n'; GUI_Mentat_Create_HelpScreen_Widgets(); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, 2, 0); GUI_Mouse_Show_Safe(); GUI_Mentat_LoadHelpSubjects(true); GUI_Mentat_Draw(true); GFX_Screen_SetActive(0); AsyncGUI_Mentat_HelpListLoop(); Async_InvokeAfterAsync(GUI_Mentat_ShowHelpList_Close); }
/** * Transform an MCV into Construction Yard. * * Stack: *none*. * * @param script The script engine to operate on. * @return 1 if and only if the transformation succeeded. */ uint16 Script_Unit_MCVDeploy(ScriptEngine *script) { Unit *u; Structure *s = NULL; uint16 i; VARIABLE_NOT_USED(script); u = g_scriptCurrentUnit; Unit_UpdateMap(0, u); uint houseID = Unit_GetHouseID(u); uint tile = Tile_PackTile(u->o.position); for (i = 0; i < 4; i++) { static int8 offsets[4] = { 0, -1, -64, -65 }; s = Structure_Create(STRUCTURE_INDEX_INVALID, STRUCTURE_CONSTRUCTION_YARD, houseID, tile + offsets[i]); if (s != NULL) { Unit_Remove(u); return 1; } } if (houseID == g_playerHouseID) { GUI_DisplayText(String_Get_ByIndex(STR_UNIT_IS_UNABLE_TO_DEPLOY_HERE), 0); } Unit_UpdateMap(1, u); return 0; }
/** * Calculate the power usage and production, and the credits storage. * * @param h The house to calculate the numbers for. */ void House_CalculatePowerAndCredit(House *h) { PoolFindStruct find; if (h == NULL) return; h->powerUsage = 0; h->powerProduction = 0; h->creditsStorage = 0; find.houseID = h->index; find.index = 0xFFFF; find.type = 0xFFFF; while (true) { const StructureInfo *si; Structure *s; s = Structure_Find(&find); if (s == NULL) break; /* ENHANCEMENT -- Only count structures that are placed on the map, not ones we are building. */ if (g_dune2_enhanced && s->o.flags.s.isNotOnMap) continue; si = &g_table_structureInfo[s->o.type]; h->creditsStorage += si->creditsStorage; /* Positive values means usage */ if (si->powerUsage >= 0) { h->powerUsage += si->powerUsage; continue; } /* Negative value and full health means everything goes to production */ if (s->o.hitpoints >= si->o.hitpoints) { h->powerProduction += -si->powerUsage; continue; } /* Negative value and partial health, calculate how much should go to production (capped at 50%) */ /* ENHANCEMENT -- The 50% cap of Dune2 is silly and disagress with the GUI. If your hp is 10%, so should the production. */ if (!g_dune2_enhanced && s->o.hitpoints <= si->o.hitpoints / 2) { h->powerProduction += (-si->powerUsage) / 2; continue; } h->powerProduction += (-si->powerUsage) * s->o.hitpoints / si->o.hitpoints; } /* Check if we are low on power */ if (h->index == g_playerHouseID && h->powerUsage > h->powerProduction) { GUI_DisplayText(String_Get_ByIndex(STR_INSUFFICIENT_POWER_WINDTRAP_IS_NEEDED), 1); } /* If there are no buildings left, you lose your right on 'credits without storage' */ if (h->index == g_playerHouseID && h->structuresBuilt == 0 && g_validateStrictIfZero == 0) { g_playerCreditsNoSilo = 0; } }
/** * Displays the "XXX XXX destroyed." message for the current unit. * * Stack: *none*. * * @param script The script engine to operate on. * @return The value 0. Always. */ uint16 Script_Unit_DisplayDestroyedText(ScriptEngine *script) { const UnitInfo *ui; Unit *u; VARIABLE_NOT_USED(script); u = g_scriptCurrentUnit; ui = &g_table_unitInfo[u->o.type]; if (g_config.language == LANGUAGE_FRENCH) { GUI_DisplayText(String_Get_ByIndex(STR_S_S_DESTROYED), 0, String_Get_ByIndex(ui->o.stringID_abbrev), g_table_houseInfo[Unit_GetHouseID(u)].name); } else { GUI_DisplayText(String_Get_ByIndex(STR_S_S_DESTROYED), 0, g_table_houseInfo[Unit_GetHouseID(u)].name, String_Get_ByIndex(ui->o.stringID_abbrev)); } return 0; }
int main(int argc, char **argv) #endif /* __APPLE__ */ { bool commit_dune_cfg = false; #if defined(_WIN32) #if defined(__MINGW32__) && defined(__STRICT_ANSI__) int __cdecl __MINGW_NOTHROW _fileno (FILE*); #endif FILE *err = fopen("error.log", "w"); FILE *out = fopen("output.log", "w"); #if defined(_MSC_VER) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif if (err != NULL) _dup2(_fileno(err), _fileno(stderr)); if (out != NULL) _dup2(_fileno(out), _fileno(stdout)); FreeConsole(); #endif CrashLog_Init(); VARIABLE_NOT_USED(argc); VARIABLE_NOT_USED(argv); if (!File_Init()) { Error("Cannot initialise files. Does %s directory exist ?\n", DATA_DIR); exit(1); } /* Loading / writing config from/to dune.cfg */ if (!Config_Read("dune.cfg", &g_config)) { Config_Default(&g_config); commit_dune_cfg = true; } if (commit_dune_cfg && !Config_Write("dune.cfg", &g_config)) { Error("Error writing to dune.cfg file.\n"); exit(1); } Input_Init(); Drivers_All_Init(); if (!Unknown_25C4_000E()) exit(1); g_var_7097 = 0; GameLoop_Main(); printf("%s\n", String_Get_ByIndex(STR_THANK_YOU_FOR_PLAYING_DUNE_II)); PrepareEnd(); exit(0); }
void StrategicMap_AdvanceText(StrategicMapData* map, bool force) { const char* str = NULL; switch (map->state) { case STRATEGIC_MAP_SHOW_PLANET: str = String_Get_ByIndex(STR_THREE_HOUSES_HAVE_COME_TO_DUNE); break; case STRATEGIC_MAP_SHOW_SURFACE: str = String_Get_ByIndex(STR_TO_TAKE_CONTROL_OF_THE_LAND); break; case STRATEGIC_MAP_SHOW_DIVISION: str = String_Get_ByIndex(STR_THAT_HAS_BECOME_DIVIDED); break; case STRATEGIC_MAP_SHOW_TEXT: str = map->progression[map->curr_progression].text; break; case STRATEGIC_MAP_SELECT_REGION: str = String_Get_ByIndex(STR_SELECT_YOUR_NEXT_REGION); break; case STRATEGIC_MAP_SHOW_PROGRESSION: case STRATEGIC_MAP_BLINK_REGION: case STRATEGIC_MAP_BLINK_END: break; } if (force || (str != NULL && str[0] != '\0')) { map->text2 = map->text1; map->text1 = str; map->text_timer = Timer_GetTicks(); } }
/** * Checks if the level comes to an end. If so, it shows all end-level stuff, * and prepares for the next level. */ static void GameLoop_LevelEnd() { static uint32 levelEndTimer = 0; if (levelEndTimer >= g_timerGame && !s_debugForceWin) return; if (GameLoop_IsLevelFinished()) { Audio_PlayMusic(MUSIC_STOP); Audio_PlayVoice(VOICE_STOP); Video_SetCursor(SHAPE_CURSOR_NORMAL); if (GameLoop_IsLevelWon()) { Audio_PlayVoice(VOICE_YOUR_MISSION_IS_COMPLETE); GUI_DisplayModalMessage(String_Get_ByIndex(STR_MISSION_WON), 0xFFFF); g_gameMode = GM_WIN; } else { Audio_PlayVoice(VOICE_YOU_HAVE_FAILED_YOUR_MISSION); GUI_DisplayModalMessage(String_Get_ByIndex(STR_MISSION_FAILED), 0xFFFF); g_gameMode = GM_LOSE; } GUI_ChangeSelectionType(SELECTIONTYPE_MENTAT); g_playerHouse->flags.doneFullScaleAttack = false; s_debugForceWin = false; return; } levelEndTimer = g_timerGame + 300; }
/** * Output feedback about events of the game. * @param index Feedback to provide (\c 0xFFFF means do nothing, \c 0xFFFE means stop, otherwise a feedback code). * @note If sound is disabled, the main viewport is used to display a message. */ void Sound_Output_Feedback(uint16 index) { if (index == 0xFFFF) return; if (index == 0xFFFE) { uint8 i; /* Clear spoken audio. */ for (i = 0; i < lengthof(s_spokenWords); i++) { s_spokenWords[i] = 0xFFFF; } Driver_Voice_Stop(); g_viewportMessageText = NULL; if ((g_viewportMessageCounter & 1) != 0) { g_viewport_forceRedraw = true; g_viewportMessageCounter = 0; } s_variable_4060 = 0; return; } if (g_enableVoices == 0 || g_gameConfig.sounds == 0) { Driver_Sound_Play(g_feedback[index].soundId, 0xFF); g_viewportMessageText = String_Get_ByIndex(g_feedback[index].messageId); if ((g_viewportMessageCounter & 1) != 0) { g_viewport_forceRedraw = true; } g_viewportMessageCounter = 4; return; } /* If nothing is being said currently, load new words. */ if (s_spokenWords[0] == 0xFFFF) { uint8 i; for (i = 0; i < lengthof(s_spokenWords); i++) { s_spokenWords[i] = (g_config.language == LANGUAGE_ENGLISH) ? g_feedback[index].voiceId[i] : g_translatedVoice[index][i]; } } Sound_StartSpeech(); }
int main(int argc, char** argv) { UNUSED(argc); UNUSED(argv); FileHash_Init(); Mouse_Init(); if (A5_InitOptions() == false) exit(1); char filename[1024]; snprintf(filename, sizeof(filename), "%s/error.log", g_dune_data_dir); FILE* err = fopen(filename, "w"); snprintf(filename, sizeof(filename), "%s/output.log", g_dune_data_dir); FILE* out = fopen(filename, "w"); _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); if (err != NULL) _dup2(_fileno(err), _fileno(stderr)); if (out != NULL) _dup2(_fileno(out), _fileno(stdout)); FreeConsole(); if (!Unknown_25C4_000E()) exit(1); if (A5_Init() == false) exit(1); Scenario_InitTables(); Input_Init(); Audio_LoadSampleSet(SAMPLESET_INVALID); String_Init(); Sprites_Init(); Sprites_LoadTiles(); VideoA5_InitSprites(); GameLoop_TweakWidgetDimensions(); Audio_PlayVoice(VOICE_STOP); GameLoop_GameIntroAnimationMenu(); printf("%s\n", String_Get_ByIndex(STR_THANK_YOU_FOR_PLAYING_DUNE_II)); PrepareEnd(); exit(0); }
/** * Shows the Help window. * @param proceed Display a "Proceed" button if true, "Exit" otherwise. */ static void GUI_Mentat_ShowHelpList(bool proceed) { Screen oldScreenID; oldScreenID = GFX_Screen_SetActive(SCREEN_1); /* ENHANCEMENT -- After visiting Mentat (the help) window, auto-repeat of keys gets disabled. */ if (!g_dune2_enhanced) Input_Flags_SetBits(INPUT_FLAG_KEY_REPEAT); Input_History_Clear(); GUI_Mentat_Display(NULL, g_playerHouseID); g_widgetMentatFirst = GUI_Widget_Allocate(1, GUI_Widget_GetShortcut(*String_Get_ByIndex(STR_EXIT)), 200, 168, proceed ? 379 : 377, 5); g_widgetMentatFirst->shortcut2 = 'n'; GUI_Mentat_Create_HelpScreen_Widgets(); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0); GUI_Mouse_Show_Safe(); GUI_Mentat_LoadHelpSubjects(true); GUI_Mentat_Draw(true); GFX_Screen_SetActive(SCREEN_0); GUI_Mentat_HelpListLoop(); free(g_widgetMentatFirst); g_widgetMentatFirst = NULL; Load_Palette_Mercenaries(); GUI_Widget_Free_WithScrollbar(g_widgetMentatScrollbar); g_widgetMentatScrollbar = NULL; free(g_widgetMentatScrollUp); g_widgetMentatScrollUp = NULL; free(g_widgetMentatScrollDown); g_widgetMentatScrollDown = NULL; /* ENHANCEMENT -- After visiting Mentat (the help) window, auto-repeat of keys gets disabled. */ if (!g_dune2_enhanced) Input_Flags_ClearBits(INPUT_FLAG_KEY_REPEAT); GFX_Screen_SetActive(oldScreenID); }
/** * Gives a harvester to the given house if it has a refinery and no harvesters. * * @param houseID The index of the house to give a harvester to. */ void House_EnsureHarvesterAvailable(uint8 houseID) { PoolFindStruct find; Structure *s; find.houseID = houseID; find.type = 0xFFFF; find.index = 0xFFFF; while (true) { s = Structure_Find(&find); if (s == NULL) break; /* ENHANCEMENT -- Dune2 checked the wrong type to skip. LinkedID is a structure for a Construction Yard */ if (!g_dune2_enhanced && s->o.type == STRUCTURE_HEAVY_VEHICLE) continue; if (g_dune2_enhanced && s->o.type == STRUCTURE_CONSTRUCTION_YARD) continue; if (s->o.linkedID == UNIT_INVALID) continue; if (Unit_Get_ByIndex(s->o.linkedID)->o.type == UNIT_HARVESTER) return; } find.houseID = houseID; find.type = UNIT_CARRYALL; find.index = 0xFFFF; while (true) { Unit *u; u = Unit_Find(&find); if (u == NULL) break; if (u->o.linkedID == UNIT_INVALID) continue; if (Unit_Get_ByIndex(u->o.linkedID)->o.type == UNIT_HARVESTER) return; } if (Unit_IsTypeOnMap(houseID, UNIT_HARVESTER)) return; find.houseID = houseID; find.type = STRUCTURE_REFINERY; find.index = 0xFFFF; s = Structure_Find(&find); if (s == NULL) return; if (Unit_CreateWrapper(houseID, UNIT_HARVESTER, Tools_Index_Encode(s->o.index, IT_STRUCTURE)) == NULL) return; if (houseID != g_playerHouseID) return; GUI_DisplayText(String_Get_ByIndex(STR_HARVESTER_IS_HEADING_TO_REFINERY), 0); }
/** * Initialises the MT-32. * @param index The index of the music to play. */ void Music_InitMT32(void) { uint16 left = 0; Driver_Music_LoadFile("DUNEINIT"); Driver_Music_Play(0, 0xFF); GUI_DrawText(String_Get_ByIndex(15), 0, 0, 15, 12); /* "Initializing the MT-32" */ while (Driver_Music_IsPlaying()) { Timer_Sleep(60); left += 6; GUI_DrawText(".", left, 10, 15, 12); } }
/** * Shows the Help window. * @param proceed Display a "Proceed" button if true, "Exit" otherwise. */ static void GUI_Mentat_ShowHelpList(bool proceed) { uint16 oldScreenID; oldScreenID = GFX_Screen_SetActive(2); Input_Flags_SetBits(INPUT_FLAG_KEY_REPEAT); Input_History_Clear(); GUI_Mentat_Display(NULL, g_playerHouseID); g_widgetMentatFirst = GUI_Widget_Allocate(1, GUI_Widget_GetShortcut(*String_Get_ByIndex(STR_EXIT)), 200, 168, proceed ? 379 : 377, 5); g_widgetMentatFirst->shortcut2 = 'n'; GUI_Mentat_Create_HelpScreen_Widgets(); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, 2, 0); GUI_Mouse_Show_Safe(); GUI_Mentat_LoadHelpSubjects(true); GUI_Mentat_Draw(true); GFX_Screen_SetActive(0); GUI_Mentat_HelpListLoop(); free(g_widgetMentatFirst); g_widgetMentatFirst = NULL; Load_Palette_Mercenaries(); GUI_Widget_Free_WithScrollbar(g_widgetMentatScrollbar); g_widgetMentatScrollbar = NULL; free(g_widgetMentatScrollUp); g_widgetMentatScrollUp = NULL; free(g_widgetMentatScrollDown); g_widgetMentatScrollDown = NULL; Input_Flags_ClearBits(INPUT_FLAG_KEY_REPEAT); GFX_Screen_SetActive(oldScreenID); }
static void GameLoop_PlaySubtitle(uint8 animation) { const HouseAnimation_Subtitle *subtitle; uint8 i; uint8 colors[16]; s_var_8068++; GameLoop_PlaySoundEffect(animation); subtitle = &s_houseAnimation_subtitle[s_houseAnimation_currentSubtitle]; if (subtitle->stringID == 0xFFFF || subtitle->animationID > animation) return; if (s_subtitleActive) { if (s_subtitleWait == 0xFFFF) s_subtitleWait = subtitle->waitFadeout; if (s_subtitleWait-- != 0) return; s_subtitleActive = false; s_houseAnimation_currentSubtitle++; s_palettePartDirection = PPD_TO_BLACK; if (subtitle->paletteFadeout != 0) { s_palettePartCount = subtitle->paletteFadeout; for (i = 0; i < 18; i++) { s_palettePartChange[i] = s_palettePartTarget[i] / s_palettePartCount; if (s_palettePartChange[i] == 0) s_palettePartChange[i] = 1; } return; } memcpy(s_palettePartChange, s_palettePartTarget, 18); s_palettePartCount = 1; return; } if (s_subtitleWait == 0xFFFF) s_subtitleWait = subtitle->waitFadein; if (s_subtitleWait-- != 0) return; memcpy(s_palettePartTarget, &g_palette1[(144 + (subtitle->colour * 16)) * 3], 18); s_subtitleActive = true; GUI_DrawFilledRectangle(0, subtitle->top == 85 ? 0 : subtitle->top, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, 0); if (g_enableVoices != 0 && s_feedback_base_index != 0xFFFF && s_houseAnimation_currentSubtitle != 0 && g_config.language == LANGUAGE_ENGLISH) { /* specific code for Intro * @see GameLoop_GameIntroAnimation() */ uint16 feedback_index = s_feedback_base_index + s_houseAnimation_currentSubtitle; Sound_Output_Feedback(feedback_index); if (g_feedback[feedback_index].messageId != 0) { /* force drawing of subtitle */ GameLoop_DrawText(String_Get_ByIndex(subtitle->stringID), subtitle->top); } } else { if (subtitle->stringID != STR_NULL) { GameLoop_DrawText(String_Get_ByIndex(subtitle->stringID), subtitle->top); } } s_palettePartDirection = PPD_TO_NEW_PALETTE; if (subtitle->paletteFadein != 0) { s_palettePartCount = subtitle->paletteFadein; for (i = 0; i < 18; i++) { s_palettePartChange[i] = s_palettePartTarget[i] / s_palettePartCount; if (s_palettePartChange[i] == 0) s_palettePartChange[i] = 1; } } else { memcpy(s_palettePartChange, s_palettePartTarget, 18); s_palettePartCount = 1; } if (g_playerHouseID != HOUSE_INVALID || s_houseAnimation_currentSubtitle != 2) return; GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x21); GUI_DrawText_Wrapper("Copyright (c) 1992 Westwood Studios, Inc.", 160, 189, 215, 0, 0x112); g_fontCharOffset = 0; colors[0] = 0; for (i = 0; i < 6; i++) colors[i + 1] = 215 + i; GUI_InitColors(colors, 0, 15); Font_Select(g_fontIntro); }
/** * Loop over all houses, preforming various of tasks. */ void GameLoop_House(void) { PoolFindStruct find; House *h = NULL; bool tickHouse = false; bool tickPowerMaintenance = false; bool tickStarport = false; bool tickReinforcement = false; bool tickMissileCountdown = false; bool tickStarportAvailability = false; if (g_debugScenario) return; if (s_tickHouseHouse <= g_timerGame) { tickHouse = true; s_tickHouseHouse = g_timerGame + 900; } if (g_tickHousePowerMaintenance <= g_timerGame) { tickPowerMaintenance = true; g_tickHousePowerMaintenance = g_timerGame + 10800; } if (s_tickHouseStarport <= g_timerGame) { tickStarport = true; s_tickHouseStarport = g_timerGame + 180; } if (s_tickHouseReinforcement <= g_timerGame) { tickReinforcement = true; s_tickHouseReinforcement = g_timerGame + (g_debugGame ? 60 : 600); } if (s_tickHouseMissileCountdown <= g_timerGame) { tickMissileCountdown = true; s_tickHouseMissileCountdown = g_timerGame + 60; } if (s_tickHouseStarportAvailability <= g_timerGame) { tickStarportAvailability = true; s_tickHouseStarportAvailability = g_timerGame + 1800; } if (tickMissileCountdown && g_houseMissileCountdown != 0) { g_houseMissileCountdown--; Sound_Output_Feedback(g_houseMissileCountdown + 41); if (g_houseMissileCountdown == 0) Unit_LaunchHouseMissile(Map_FindLocationTile(4, g_playerHouseID)); } if (tickStarportAvailability) { uint16 type; /* Pick a random unit to increase starport availability */ type = Tools_RandomLCG_Range(0, UNIT_MAX - 1); /* Increase how many of this unit is available via starport by one */ if (g_starportAvailable[type] != 0 && g_starportAvailable[type] < 10) { if (g_starportAvailable[type] == -1) { g_starportAvailable[type] = 1; } else { g_starportAvailable[type]++; } } } if (tickReinforcement) { Unit *nu = NULL; int i; for (i = 0; i < 16; i++) { uint16 locationID; bool deployed; Unit *u; if (g_scenario.reinforcement[i].unitID == UNIT_INDEX_INVALID) continue; if (g_scenario.reinforcement[i].timeLeft == 0) continue; if (--g_scenario.reinforcement[i].timeLeft != 0) continue; u = Unit_Get_ByIndex(g_scenario.reinforcement[i].unitID); locationID = g_scenario.reinforcement[i].locationID; deployed = false; if (locationID >= 4) { if (nu == NULL) { nu = Unit_Create(UNIT_INDEX_INVALID, UNIT_CARRYALL, u->o.houseID, Tile_UnpackTile(Map_FindLocationTile(Tools_Random_256() & 3, u->o.houseID)), 100); if (nu != NULL) { nu->o.flags.s.byScenario = true; Unit_SetDestination(nu, Tools_Index_Encode(Map_FindLocationTile(locationID, u->o.houseID), IT_TILE)); } } if (nu != NULL) { u->o.linkedID = nu->o.linkedID; nu->o.linkedID = (uint8)u->o.index; nu->o.flags.s.inTransport = true; g_scenario.reinforcement[i].unitID = UNIT_INDEX_INVALID; deployed = true; } else { /* Failed to create carry-all, try again in a short moment */ g_scenario.reinforcement[i].timeLeft = 1; } } else { deployed = Unit_SetPosition(u, Tile_UnpackTile(Map_FindLocationTile(locationID, u->o.houseID))); } if (deployed && g_scenario.reinforcement[i].repeat != 0) { tile32 tile; tile.x = 0xFFFF; tile.y = 0xFFFF; g_validateStrictIfZero++; u = Unit_Create(UNIT_INDEX_INVALID, u->o.type, u->o.houseID, tile, 0); g_validateStrictIfZero--; if (u != NULL) { g_scenario.reinforcement[i].unitID = u->o.index; g_scenario.reinforcement[i].timeLeft = g_scenario.reinforcement[i].timeBetween; } } } } find.houseID = HOUSE_INVALID; find.index = 0xFFFF; find.type = 0xFFFF; while (true) { h = House_Find(&find); if (h == NULL) break; if (tickHouse) { /* ENHANCEMENT -- Originally this code was outside the house loop, which seems very odd. * This problem is considered to be so bad, that the original code has been removed. */ if (h->index != g_playerHouseID) { if (h->creditsStorage < h->credits) { h->credits = h->creditsStorage; } } else { uint16 maxCredits = max(h->creditsStorage, g_playerCreditsNoSilo); if (h->credits > maxCredits) { h->credits = maxCredits; GUI_DisplayText(String_Get_ByIndex(STR_INSUFFICIENT_SPICE_STORAGE_AVAILABLE_SPICE_IS_LOST), 1); } } if (h->index == g_playerHouseID) { if (h->creditsStorage > g_playerCreditsNoSilo) { g_playerCreditsNoSilo = 0; } if (g_playerCreditsNoSilo == 0 && g_campaignID > 1 && h->credits != 0) { if (h->creditsStorage != 0 && ((h->credits * 256 / h->creditsStorage) > 200)) { GUI_DisplayText(String_Get_ByIndex(STR_SPICE_STORAGE_CAPACITY_LOW_BUILD_SILOS), 0); } } if (h->credits < 100 && g_playerCreditsNoSilo != 0) { GUI_DisplayText(String_Get_ByIndex(STR_CREDITS_ARE_LOW_HARVEST_SPICE_FOR_MORE_CREDITS), 0); } } } if (tickHouse) House_EnsureHarvesterAvailable((uint8)h->index); if (tickStarport && h->starportLinkedID != UNIT_INDEX_INVALID) { Unit *u = NULL; h->starportTimeLeft--; if ((int16)h->starportTimeLeft < 0) h->starportTimeLeft = 0; if (h->starportTimeLeft == 0) { Structure *s; s = Structure_Get_ByIndex(g_structureIndex); if (s->o.type == STRUCTURE_STARPORT && s->o.houseID == h->index) { u = Unit_CreateWrapper((uint8)h->index, UNIT_FRIGATE, Tools_Index_Encode(s->o.index, IT_STRUCTURE)); } else { PoolFindStruct find2; find2.houseID = h->index; find2.index = 0xFFFF; find2.type = STRUCTURE_STARPORT; while (true) { s = Structure_Find(&find2); if (s == NULL) break; if (s->o.linkedID != 0xFF) continue; u = Unit_CreateWrapper((uint8)h->index, UNIT_FRIGATE, Tools_Index_Encode(s->o.index, IT_STRUCTURE)); break; } } if (u != NULL) { u->o.linkedID = (uint8)h->starportLinkedID; h->starportLinkedID = UNIT_INDEX_INVALID; u->o.flags.s.inTransport = true; Sound_Output_Feedback(38); } h->starportTimeLeft = (u != NULL) ? g_table_houseInfo[h->index].starportDeliveryTime : 1; } } if (tickHouse) { House_CalculatePowerAndCredit(h); Structure_CalculateHitpointsMax(h); if (h->timerUnitAttack != 0) h->timerUnitAttack--; if (h->timerSandwormAttack != 0) h->timerSandwormAttack--; if (h->timerStructureAttack != 0) h->timerStructureAttack--; if (h->harvestersIncoming > 0 && Unit_CreateWrapper((uint8)h->index, UNIT_HARVESTER, 0) != NULL) h->harvestersIncoming--; } if (tickPowerMaintenance) { uint16 powerMaintenanceCost = (h->powerUsage / 32) + 1; h->credits -= min(h->credits, powerMaintenanceCost); } } }
/** * Ask the security question to the user. Give him 3 times. If he fails, * return false, otherwise true. * @return True if and only if the user answered one of the three questions * correct. */ bool GUI_Security_Show(void) { const char *wsaHouseFilename; uint16 questionsCount; uint16 oldCurrentWidget; Screen oldScreenID; uint16 i; bool valid; g_disableOtherMovement = true; g_interrogation = true; wsaHouseFilename = House_GetWSAHouseFilename(g_playerHouseID); if (wsaHouseFilename == NULL) return true; GUI_SetPaletteAnimated(g_palette2, 15); GUI_Mentat_Display(wsaHouseFilename, g_playerHouseID); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0); GUI_Mouse_Show_Safe(); GUI_SetPaletteAnimated(g_palette1, 15); strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_TEXT_HARKONNEN + g_playerHouseID * 3), g_readBufferSize); GUI_Mentat_Loop(wsaHouseFilename, NULL, g_readBuffer, true, NULL); questionsCount = atoi(String_Get_ByIndex(STR_SECURITY_COUNT)); oldCurrentWidget = Widget_SetCurrentWidget(8); oldScreenID = GFX_Screen_SetActive(SCREEN_2); for (i = 0, valid = false; i < 3 && !valid; i++) { void *wsa; uint16 questionIndex; uint32 tickWaitTill; char buffer[81]; questionIndex = Tools_RandomLCG_Range(0, questionsCount - 1) * 3 + STR_SECURITY_QUESTIONS; Widget_SetCurrentWidget(8); wsa = WSA_LoadFile(String_Get_ByIndex(questionIndex + 1), GFX_Screen_Get_ByIndex(SCREEN_1), GFX_Screen_GetSize_ByIndex(SCREEN_1), false); WSA_DisplayFrame(wsa, 0, g_curWidgetXBase << 3, g_curWidgetYBase, SCREEN_2); WSA_Unload(wsa); GUI_DrawSprite(SCREEN_2, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0); GUI_Mouse_Hide_InWidget(g_curWidgetIndex); GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_2, SCREEN_0); GUI_Mouse_Show_InWidget(); strncpy(g_readBuffer, String_Get_ByIndex(questionIndex), g_readBufferSize); GUI_Security_DrawText(g_readBuffer); g_interrogationTimer = g_timerGUI + (uint32)strlen(g_readBuffer) * 4; Widget_SetCurrentWidget(9); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(g_curWidgetXBase - 1, g_curWidgetYBase - 8, 0, 0, g_curWidgetWidth + 2, g_curWidgetHeight + 16, SCREEN_0, SCREEN_2); GUI_Mouse_Show_Safe(); GFX_Screen_SetActive(SCREEN_0); GUI_Mouse_Hide_Safe(); GUI_DrawBorder((g_curWidgetXBase << 3) - 6, g_curWidgetYBase - 6, (g_curWidgetWidth << 3) + 12, g_curWidgetHeight + 12, 1, true); GUI_DrawBorder((g_curWidgetXBase << 3) - 2, g_curWidgetYBase - 2, (g_curWidgetWidth << 3) + 4, g_curWidgetHeight + 4, 2, false); GUI_Mouse_Show_Safe(); Input_History_Clear(); buffer[0] = 0; GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22); GUI_EditBox(buffer, sizeof(buffer) - 1, 9, NULL, &GUI_Mentat_Tick, 0); GUI_Security_UndrawText(); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, g_curWidgetXBase - 1, g_curWidgetYBase - 8, g_curWidgetWidth + 2, g_curWidgetHeight + 16, SCREEN_2, SCREEN_0); GUI_Mouse_Show_Safe(); GUI_Security_NormaliseText(buffer); strncpy(g_readBuffer, String_Get_ByIndex(questionIndex + 2), g_readBufferSize); GUI_Security_NormaliseText(g_readBuffer); if (strcasecmp(g_readBuffer, buffer) != 0) { strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_WRONG_HARKONNEN + g_playerHouseID * 3), g_readBufferSize); } else { strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_CORRECT_HARKONNEN + g_playerHouseID * 3), g_readBufferSize); valid = true; } GUI_Security_DrawText(g_readBuffer); tickWaitTill = g_timerGUI + (uint32)strlen(g_readBuffer) * 4; Input_History_Clear(); /* ENHANCEMENT -- In Dune2, the + 120 is on the other side, causing the 'You are wrong! / Well done.' screen to appear very short (close to invisible, so to say) */ while (g_timerGUI + (g_dune2_enhanced ? 0 : 120) < tickWaitTill + (g_dune2_enhanced ? 120 : 0)) { if (Input_Keyboard_NextKey() != 0) break; if (g_timerGUI < tickWaitTill) { GUI_Mentat_Animation(1); } else { GUI_Mentat_Animation(0); } } GUI_Security_UndrawText(); } Widget_SetCurrentWidget(oldCurrentWidget); GFX_Screen_SetActive(oldScreenID); Input_History_Clear(); Load_Palette_Mercenaries(); g_disableOtherMovement = false; g_interrogation = false; return valid; }
/** * 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; }
/** * Checks if the level comes to an end. If so, it shows all end-level stuff, * and prepares for the next level. */ static void GameLoop_LevelEnd(void) { static uint32 levelEndTimer = 0; if (levelEndTimer >= g_timerGame && !s_debugForceWin) return; if (GameLoop_IsLevelFinished()) { Music_Play(0); g_cursorSpriteID = 0; Sprites_SetMouseSprite(0, 0, g_sprites[0]); Sound_Output_Feedback(0xFFFE); GUI_ChangeSelectionType(SELECTIONTYPE_MENTAT); if (GameLoop_IsLevelWon()) { Sound_Output_Feedback(40); GUI_DisplayModalMessage(String_Get_ByIndex(STR_YOU_HAVE_SUCCESSFULLY_COMPLETED_YOUR_MISSION), 0xFFFF); GUI_Mentat_ShowWin(); Sprites_UnloadTiles(); g_campaignID++; GUI_EndStats_Show(g_scenario.killedAllied, g_scenario.killedEnemy, g_scenario.destroyedAllied, g_scenario.destroyedEnemy, g_scenario.harvestedAllied, g_scenario.harvestedEnemy, g_scenario.score, g_playerHouseID); if (g_campaignID == 9) { GUI_Mouse_Hide_Safe(); GUI_SetPaletteAnimated(g_palette2, 15); GUI_ClearScreen(SCREEN_0); GameLoop_GameEndAnimation(); PrepareEnd(); exit(0); } GUI_Mouse_Hide_Safe(); GameLoop_LevelEndAnimation(); GUI_Mouse_Show_Safe(); File_ReadBlockFile("IBM.PAL", g_palette1, 256 * 3); g_scenarioID = GUI_StrategicMap_Show(g_campaignID, true); GUI_SetPaletteAnimated(g_palette2, 15); if (g_campaignID == 1 || g_campaignID == 7) { if (!GUI_Security_Show()) { PrepareEnd(); exit(0); } } } else { Sound_Output_Feedback(41); GUI_DisplayModalMessage(String_Get_ByIndex(STR_YOU_HAVE_FAILED_YOUR_MISSION), 0xFFFF); GUI_Mentat_ShowLose(); Sprites_UnloadTiles(); g_scenarioID = GUI_StrategicMap_Show(g_campaignID, false); } g_playerHouse->flags.doneFullScaleAttack = false; Sprites_LoadTiles(); g_gameMode = GM_RESTART; s_debugForceWin = false; } levelEndTimer = g_timerGame + 300; }
/** * Intro menu. */ static void GameLoop_GameIntroAnimationMenu(void) { static const uint16 mainMenuStrings[][6] = { {STR_PLAY_A_GAME, STR_REPLAY_INTRODUCTION, STR_EXIT_GAME, STR_NULL, STR_NULL, STR_NULL}, /* Neither HOF nor save. */ {STR_PLAY_A_GAME, STR_REPLAY_INTRODUCTION, STR_LOAD_GAME, STR_EXIT_GAME, STR_NULL, STR_NULL}, /* Has a save game. */ {STR_PLAY_A_GAME, STR_REPLAY_INTRODUCTION, STR_EXIT_GAME, STR_HALL_OF_FAME, STR_NULL, STR_NULL}, /* Has a HOF. */ {STR_PLAY_A_GAME, STR_REPLAY_INTRODUCTION, STR_LOAD_GAME, STR_EXIT_GAME, STR_HALL_OF_FAME, STR_NULL} /* Has a HOF and a save game. */ }; bool loadGame = false; static bool drawMenu = true; static uint16 stringID = STR_REPLAY_INTRODUCTION; uint16 maxWidth; static bool hasSave = false; static bool hasFame = false; static const char *strings[6]; static uint16 index = 0xFFFF; if (index == 0xFFFF) { hasSave = File_Exists("_save000.dat"); hasFame = File_Exists("SAVEFAME.DAT"); index = (hasFame ? 2 : 0) + (hasSave ? 1 : 0); } if (hasSave || File_Exists("ONETIME.DAT")) g_canSkipIntro = true; switch (stringID) { case STR_REPLAY_INTRODUCTION: Music_Play(0); free(g_readBuffer); g_readBufferSize = (g_enableVoices == 0) ? 12000 : 28000; g_readBuffer = calloc(1, g_readBufferSize); GUI_Mouse_Hide_Safe(); Driver_Music_FadeOut(); GameLoop_GameIntroAnimation(); Sound_Output_Feedback(0xFFFE); File_ReadBlockFile("IBM.PAL", g_palette_998A, 256 * 3); memmove(g_palette1, g_palette_998A, 256 * 3); if (!g_canSkipIntro) { File_Create("ONETIME.DAT"); g_canSkipIntro = true; } Music_Play(0); free(g_readBuffer); g_readBufferSize = (g_enableVoices == 0) ? 12000 : 20000; g_readBuffer = calloc(1, g_readBufferSize); GUI_Mouse_Show_Safe(); Music_Play(28); drawMenu = true; break; case STR_EXIT_GAME: g_running = false; return; case STR_HALL_OF_FAME: GUI_HallOfFame_Show(0xFFFF); GFX_SetPalette(g_palette2); hasFame = File_Exists("SAVEFAME.DAT"); drawMenu = true; break; case STR_LOAD_GAME: GUI_Mouse_Hide_Safe(); GUI_SetPaletteAnimated(g_palette2, 30); GUI_ClearScreen(SCREEN_0); GUI_Mouse_Show_Safe(); GFX_SetPalette(g_palette1); if (GUI_Widget_SaveLoad_Click(false)) { loadGame = true; if (g_gameMode == GM_RESTART) break; g_gameMode = GM_NORMAL; } else { GFX_SetPalette(g_palette2); drawMenu = true; } break; default: break; } if (drawMenu) { uint16 i; g_widgetProperties[21].height = 0; for (i = 0; i < 6; i++) { strings[i] = NULL; if (mainMenuStrings[index][i] == 0) { if (g_widgetProperties[21].height == 0) g_widgetProperties[21].height = i; continue; } strings[i] = String_Get_ByIndex(mainMenuStrings[index][i]); } GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22); maxWidth = 0; for (i = 0; i < g_widgetProperties[21].height; i++) { if (Font_GetStringWidth(strings[i]) <= maxWidth) continue; maxWidth = Font_GetStringWidth(strings[i]); } maxWidth += 7; g_widgetProperties[21].width = maxWidth >> 3; g_widgetProperties[13].width = g_widgetProperties[21].width + 2; g_widgetProperties[13].xBase = 19 - (maxWidth >> 4); g_widgetProperties[13].yBase = 160 - ((g_widgetProperties[21].height * g_fontCurrent->height) >> 1); g_widgetProperties[13].height = (g_widgetProperties[21].height * g_fontCurrent->height) + 11; Sprites_LoadImage(String_GenerateFilename("TITLE"), SCREEN_1, NULL); GUI_Mouse_Hide_Safe(); GUI_ClearScreen(SCREEN_0); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0); GUI_SetPaletteAnimated(g_palette1, 30); GUI_DrawText_Wrapper("V1.07", 319, 192, 133, 0, 0x231, 0x39); GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22); Widget_SetCurrentWidget(13); GUI_Widget_DrawBorder(13, 2, 1); GameLoop_DrawMenu(strings); GUI_Mouse_Show_Safe(); drawMenu = false; } if (loadGame) return; stringID = GameLoop_HandleEvents(strings); if (stringID != 0xFFFF) stringID = mainMenuStrings[index][stringID]; GUI_PaletteAnimate(); if (stringID == STR_PLAY_A_GAME) g_gameMode = GM_PICKHOUSE; }
int main(int argc, char **argv) #endif /* __APPLE__ */ { bool commit_dune_cfg = false; VideoScaleFilter scale_filter = FILTER_NEAREST_NEIGHBOR; int scaling_factor = 2; char filter_text[64]; #if defined(_WIN32) #if defined(__MINGW32__) && defined(__STRICT_ANSI__) int __cdecl __MINGW_NOTHROW _fileno (FILE*); #endif FILE *err = fopen("error.log", "w"); FILE *out = fopen("output.log", "w"); #if defined(_MSC_VER) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif if (err != NULL) _dup2(_fileno(err), _fileno(stderr)); if (out != NULL) _dup2(_fileno(out), _fileno(stdout)); FreeConsole(); #endif #ifdef TOS (void)Cconws(window_caption); (void)Cconws("\r\nrevision: "); (void)Cconws(g_opendune_revision); (void)Cconws("\r\nbuild date: "); (void)Cconws(g_opendune_build_date); (void)Cconws("\r\n"); /* open log files and set buffering mode */ g_errlog = fopen("error.log", "w"); if(g_errlog != NULL) setvbuf(g_errlog, NULL, _IONBF, 0); #ifdef _DEBUG g_outlog = fopen("output.log", "w"); if(g_outlog != NULL) setvbuf(g_outlog, NULL, _IOLBF, 0); #endif if(atexit(exit_handler) != 0) { Error("atexit() failed\n"); } #endif CrashLog_Init(); VARIABLE_NOT_USED(argc); VARIABLE_NOT_USED(argv); /* Load opendune.ini file */ Load_IniFile(); if (!File_Init()) { exit(1); } /* Loading config from dune.cfg */ if (!Config_Read("dune.cfg", &g_config)) { Config_Default(&g_config); commit_dune_cfg = true; } /* reading config from opendune.ini which prevail over dune.cfg */ SetLanguage_From_IniFile(&g_config); /* Writing config to dune.cfg */ if (commit_dune_cfg && !Config_Write("dune.cfg", &g_config)) { Error("Error writing to dune.cfg file.\n"); exit(1); } Input_Init(); Drivers_All_Init(); scaling_factor = IniFile_GetInteger("scalefactor", 2); if (IniFile_GetString("scalefilter", NULL, filter_text, sizeof(filter_text)) != NULL) { if (strcasecmp(filter_text, "nearest") == 0) { scale_filter = FILTER_NEAREST_NEIGHBOR; } else if (strcasecmp(filter_text, "scale2x") == 0) { scale_filter = FILTER_SCALE2X; } else if (strcasecmp(filter_text, "hqx") == 0) { scale_filter = FILTER_HQX; } else { Error("unrecognized scalefilter value '%s'\n", filter_text); } } if (!OpenDune_Init(scaling_factor, scale_filter)) exit(1); g_mouseDisabled = 0; GameLoop_Main(); printf("%s\n", String_Get_ByIndex(STR_THANK_YOU_FOR_PLAYING_DUNE_II)); PrepareEnd(); Free_IniFile(); exit(0); }
void async_GUI_Mentat_ShowDialogLoop() { strncpy(g_readBuffer, String_Get_ByIndex(asyncMentatShowDialog.stringID), g_readBufferSize); sleepIdle(); }
static void GUI_Mentat_ShowHelp(void) { struct { uint8 notused[8]; uint32 length; } info; uint8 *subject; uint16 i; bool noDesc; uint8 fileID; uint32 offset; char *compressedText; char *desc; char *picture; char *text; bool loc12; subject = s_helpSubjects; for (i = 0; i < s_selectedHelpSubject; i++) subject = String_NextString(subject); noDesc = (subject[5] == '0'); offset = HTOBE32(*(uint32 *)(subject + 1)); fileID = ChunkFile_Open(s_mentatFilename); ChunkFile_Read(fileID, HTOBE32(CC_INFO), &info, 12); ChunkFile_Close(fileID); info.length = HTOBE32(info.length); text = g_readBuffer; compressedText = GFX_Screen_Get_ByIndex(SCREEN_1); fileID = File_Open(s_mentatFilename, FILE_MODE_READ); File_Seek(fileID, offset, 0); File_Read(fileID, compressedText, info.length); String_Decompress(compressedText, text); String_TranslateSpecial(text, text); File_Close(fileID); while (*text != '*' && *text != '?') text++; loc12 = (*text == '*'); *text++ = '\0'; if (noDesc) { uint16 index; picture = g_scenario.pictureBriefing; desc = NULL; text = (char *)g_readBuffer; index = *text - 44 + g_campaignID * 4 + STR_HOUSE_HARKONNENFROM_THE_DARK_WORLD_OF_GIEDI_PRIME_THE_SAVAGE_HOUSE_HARKONNEN_HAS_SPREAD_ACROSS_THE_UNIVERSE_A_CRUEL_PEOPLE_THE_HARKONNEN_ARE_RUTHLESS_TOWARDS_BOTH_FRIEND_AND_FOE_IN_THEIR_FANATICAL_PURSUIT_OF_POWER + g_playerHouseID * 40; strncpy(g_readBuffer, String_Get_ByIndex(index), g_readBufferSize); } else { picture = (char *)g_readBuffer; desc = text; while (*text != '\0' && *text != 0xC) text++; if (*text != '\0') *text++ = '\0'; } GUI_Mentat_Loop(picture, desc, text, loc12 ? 1 : 0, g_widgetMentatFirst); GUI_Widget_MakeNormal(g_widgetMentatFirst, false); GUI_Mentat_LoadHelpSubjects(false); GUI_Mentat_Create_HelpScreen_Widgets(); GUI_Mentat_Draw(true); }
static void GUI_Purchase_ShowInvoice(void) { Widget *w = g_widgetInvoiceTail; Screen oldScreenID; uint16 y = 48; uint16 total = 0; uint16 x; char textBuffer[12]; oldScreenID = GFX_Screen_SetActive(SCREEN_1); GUI_DrawFilledRectangle(128, 48, 311, 159, 20); GUI_DrawText_Wrapper(String_Get_ByIndex(STR_ITEM_NAME_QTY_TOTAL), 128, y, 12, 0, 0x11); y += 7; GUI_DrawLine(129, y, 310, y, 12); y += 2; if (g_factoryWindowOrdered != 0) { uint16 i; for (i = 0; i < g_factoryWindowTotal; i++) { ObjectInfo *oi; uint16 amount; if (g_factoryWindowItems[i].amount == 0) continue; amount = g_factoryWindowItems[i].amount * g_factoryWindowItems[i].credits; total += amount; snprintf(textBuffer, sizeof(textBuffer), "%02d %5d", g_factoryWindowItems[i].amount, amount); oi = g_factoryWindowItems[i].objectInfo; GUI_DrawText_Wrapper(String_Get_ByIndex(oi->stringID_full), 128, y, 8, 0, 0x11); GUI_DrawText_Monospace(textBuffer, 311 - strlen(textBuffer) * 6, y, 15, 0, 6); y += 8; } } else { GUI_DrawText_Wrapper(String_Get_ByIndex(STR_NO_UNITS_ON_ORDER), 220, 99, 6, 0, 0x112); } GUI_DrawLine(129, 148, 310, 148, 12); GUI_DrawLine(129, 150, 310, 150, 12); snprintf(textBuffer, sizeof(textBuffer), "%d", total); x = 311 - strlen(textBuffer) * 6; /* "Total Cost :" */ GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(STR_TOTAL_COST_), x - 3, 152, 11, 0, 0x211); GUI_DrawText_Monospace(textBuffer, x, 152, 11, 0, 6); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(16, 48, 16, 48, 23, 112, SCREEN_1, SCREEN_0); GUI_Mouse_Show_Safe(); GFX_Screen_SetActive(SCREEN_0); GUI_FactoryWindow_DrawCaption(String_Get_ByIndex(STR_INVOICE_OF_UNITS_ON_ORDER)); Input_History_Clear(); for (; GUI_Widget_HandleEvents(w) == 0; sleepIdle()) { GUI_DrawCredits(g_playerHouseID, 0); GUI_FactoryWindow_UpdateSelection(false); GUI_PaletteAnimate(); } GFX_Screen_SetActive(oldScreenID); w = GUI_Widget_Get_ByIndex(w, 10); if (w != NULL && Mouse_InsideRegion(w->offsetX, w->offsetY, w->offsetX + w->width, w->offsetY + w->height) != 0) { while (Input_Test(0x41) != 0 || Input_Test(0x42) != 0) sleepIdle(); Input_History_Clear(); } if (g_factoryWindowResult == FACTORY_CONTINUE) GUI_FactoryWindow_DrawDetails(); }
static void GUI_Window_Create(WindowDesc *desc) { uint8 i; if (desc == NULL) return; g_widgetLinkedListTail = NULL; GFX_Screen_SetActive(SCREEN_1); Widget_SetCurrentWidget(desc->index); GUI_Widget_DrawBorder(g_curWidgetIndex, 2, true); if (GUI_String_Get_ByIndex(desc->stringID) != NULL) { GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(desc->stringID), (g_curWidgetXBase << 3) + (g_curWidgetWidth << 2), g_curWidgetYBase + 6 + ((desc == &g_yesNoWindowDesc) ? 2 : 0), 238, 0, 0x122); } if (GUI_String_Get_ByIndex(desc->widgets[0].stringID) == NULL) { GUI_DrawText_Wrapper(String_Get_ByIndex(STR_THERE_ARE_NO_SAVED_GAMES_TO_LOAD), (g_curWidgetXBase + 2) << 3, g_curWidgetYBase + 42, 232, 0, 0x22); } for (i = 0; i < desc->widgetCount; i++) { Widget *w = &g_table_windowWidgets[i]; if (GUI_String_Get_ByIndex(desc->widgets[i].stringID) == NULL) continue; w->next = NULL; w->offsetX = desc->widgets[i].offsetX; w->offsetY = desc->widgets[i].offsetY; w->width = desc->widgets[i].width; w->height = desc->widgets[i].height; w->shortcut = 0; w->shortcut2 = 0; if (desc != &g_savegameNameWindowDesc) { if (desc->widgets[i].labelStringId != STR_NULL) { w->shortcut = GUI_Widget_GetShortcut(*GUI_String_Get_ByIndex(desc->widgets[i].labelStringId)); } else { w->shortcut = GUI_Widget_GetShortcut(*GUI_String_Get_ByIndex(desc->widgets[i].stringID)); } } w->shortcut2 = desc->widgets[i].shortcut2; if (w->shortcut == 0x1B) { w->shortcut2 = 0x13; } w->stringID = desc->widgets[i].stringID; w->drawModeNormal = DRAW_MODE_CUSTOM_PROC; w->drawModeSelected = DRAW_MODE_CUSTOM_PROC; w->drawModeDown = DRAW_MODE_CUSTOM_PROC; w->drawParameterNormal.proc = &GUI_Widget_TextButton_Draw; w->drawParameterSelected.proc = &GUI_Widget_TextButton_Draw; w->drawParameterDown.proc = &GUI_Widget_TextButton_Draw; w->parentID = desc->index; memset(&w->state, 0, sizeof(w->state)); g_widgetLinkedListTail = GUI_Widget_Link(g_widgetLinkedListTail, w); GUI_Widget_MakeVisible(w); GUI_Widget_MakeNormal(w, false); GUI_Widget_Draw(w); if (desc->widgets[i].labelStringId == STR_NULL) continue; if (g_config.language == LANGUAGE_FRENCH) { GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(desc->widgets[i].labelStringId), (g_widgetProperties[w->parentID].xBase << 3) + 40, w->offsetY + g_widgetProperties[w->parentID].yBase + 3, 232, 0, 0x22); } else { GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(desc->widgets[i].labelStringId), w->offsetX + (g_widgetProperties[w->parentID].xBase << 3) - 10, w->offsetY + g_widgetProperties[w->parentID].yBase + 3, 232, 0, 0x222); } } if (s_savegameCountOnDisk >= 5 && desc->addArrows) { Widget *w = &g_table_windowWidgets[7]; w->drawParameterNormal.sprite = g_sprites[59]; w->drawParameterSelected.sprite = g_sprites[60]; w->drawParameterDown.sprite = g_sprites[60]; w->next = NULL; w->parentID = desc->index; GUI_Widget_MakeNormal(w, false); GUI_Widget_MakeInvisible(w); GUI_Widget_Undraw(w, 233); g_widgetLinkedListTail = GUI_Widget_Link(g_widgetLinkedListTail, w); w = &g_table_windowWidgets[8]; w->drawParameterNormal.sprite = g_sprites[61]; w->drawParameterSelected.sprite = g_sprites[62]; w->drawParameterDown.sprite = g_sprites[62]; w->next = NULL; w->parentID = desc->index; GUI_Widget_MakeNormal(w, false); GUI_Widget_MakeInvisible(w); GUI_Widget_Undraw(w, 233); g_widgetLinkedListTail = GUI_Widget_Link(g_widgetLinkedListTail, w); } GUI_Mouse_Hide_Safe(); Widget_SetCurrentWidget(desc->index); GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_1, SCREEN_0); GUI_Mouse_Show_Safe(); GFX_Screen_SetActive(SCREEN_0); }
static void GUI_Mentat_Draw(bool force) { static uint16 displayedHelpSubject = 0; Screen oldScreenID; Widget *line; Widget *w = g_widgetMentatTail; uint8 *helpSubjects = s_helpSubjects; uint16 i; if (!force && s_topHelpList == displayedHelpSubject) return; displayedHelpSubject = s_topHelpList; oldScreenID = GFX_Screen_SetActive(SCREEN_1); Widget_SetAndPaintCurrentWidget(8); GUI_DrawSprite(SCREEN_1, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0); GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SELECT_SUBJECT), (g_curWidgetXBase << 3) + 16, g_curWidgetYBase + 2, 12, 0, 0x12); GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x11); line = GUI_Widget_Get_ByIndex(w, 3); for (i = 0; i < 11; i++) { line->drawParameterDown.text = (char *)helpSubjects + 7; line->drawParameterSelected.text = (char *)helpSubjects + 7; line->drawParameterNormal.text = (char *)helpSubjects + 7; if (helpSubjects[6] == '0') { line->offsetX = 16; line->fgColourSelected = 11; line->fgColourDown = 11; line->fgColourNormal = 11; line->stringID = 0x30; } else { uint8 colour = (i == s_selectedHelpSubject) ? 8 : 15; line->offsetX = 24; line->fgColourSelected = colour; line->fgColourDown = colour; line->fgColourNormal = colour; line->stringID = 0x31; } GUI_Widget_MakeNormal(line, false); GUI_Widget_Draw(line); line = GUI_Widget_GetNext(line); helpSubjects = String_NextString(helpSubjects); } GUI_Widget_Scrollbar_Init(GUI_Widget_Get_ByIndex(w, 15), s_numberHelpSubjects, 11, s_topHelpList); GUI_Widget_Draw(GUI_Widget_Get_ByIndex(w, 16)); GUI_Widget_Draw(GUI_Widget_Get_ByIndex(w, 17)); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_1, SCREEN_0); GUI_Mouse_Show_Safe(); GFX_Screen_SetActive(oldScreenID); }
static bool Load_Main(FILE *fp) { uint32 position; uint32 length; uint32 header; uint16 version; /* All OpenDUNE / Dune2 savegames should start with 'FORM' */ if (fread(&header, sizeof(uint32), 1, fp) != 1) return false; if (BETOH32(header) != 'FORM') { Error("Invalid magic header in savegame. Not an OpenDUNE / Dune2 savegame."); return false; } /* The total length field, which is ignored */ if (fread(&length, sizeof(uint32), 1, fp) != 1) return false; /* The next 'chunk' is fake, and has no length field */ if (fread(&header, sizeof(uint32), 1, fp) != 1) return false; if (BETOH32(header) != 'SCEN') return false; position = ftell(fp); /* Find the 'INFO' chunk, as it contains the savegame version */ version = 0; length = Load_FindChunk(fp, 'INFO'); if (length == 0) return false; /* Read the savegame version */ if (fread(&version, sizeof(uint16), 1, fp) != 1) return false; length -= 2; if (version == 0) return false; if (version != 0x0290) { /* Get the scenarioID / campaignID */ if (!Info_LoadOld(fp, length)) return false; g_gameMode = GM_RESTART; /* Find the 'PLYR' chunk */ fseek(fp, position, SEEK_SET); length = Load_FindChunk(fp, 'PLYR'); if (length == 0) return false; /* Find the human player */ if (!House_LoadOld(fp, length)) return false; GUI_DisplayModalMessage(String_Get_ByIndex(STR_WARNING_ORIGINAL_SAVED_GAMES_ARE_INCOMPATABLE_WITH_THE_NEW_VERSION_THE_BATTLE_WILL_BE_RESTARTED), 0xFFFF); return true; } /* Load the 'INFO' chunk'. It has to be the first chunk loaded */ if (!Info_Load(fp, length)) return false; /* Rewind, and read other chunks */ fseek(fp, position, SEEK_SET); while (fread(&header, sizeof(uint32), 1, fp) == 1) { if (fread(&length, sizeof(uint32), 1, fp) != 1) return false; length = BETOH32(length); switch (BETOH32(header)) { case 'NAME': break; /* 'NAME' chunk is of no interest to us */ case 'INFO': break; /* 'INFO' chunk is already read */ case 'MAP ': if (!Map_Load (fp, length)) return false; break; case 'PLYR': if (!House_Load (fp, length)) return false; break; case 'UNIT': if (!Unit_Load (fp, length)) return false; break; case 'BLDG': if (!Structure_Load(fp, length)) return false; break; case 'TEAM': if (!Team_Load (fp, length)) return false; break; case 'ODUN': if (!UnitNew_Load (fp, length)) return false; break; default: Error("Unknown chunk in savegame: %c%c%c%c (length: %d). Skipped.\n", header, header >> 8, header >> 16, header >> 24, length); break; } /* Savegames are word aligned */ position += length + 8 + (length & 1); fseek(fp, position, SEEK_SET); } return true; }