Example #1
0
static void Scenario_Load_Map(const char *key, char *settings)
{
	Tile *t;
	uint16 packed;
	uint16 value;
	char *s;
	char posY[3];

	if (*key != 'C') return;

	memcpy(posY, key + 4, 2);
	posY[2] = '\0';

	packed = Tile_PackXY(atoi(posY), atoi(key + 6)) & 0xFFF;
	t = &g_map[packed];

	s = strtok(settings, ",\r\n");
	value = atoi(s);
	t->houseID        = value & 0x07;
	t->isUnveiled     = (value & 0x08) != 0 ? true : false;
	t->hasUnit        = (value & 0x10) != 0 ? true : false;
	t->hasStructure   = (value & 0x20) != 0 ? true : false;
	t->hasAnimation   = (value & 0x40) != 0 ? true : false;
	t->hasExplosion = (value & 0x80) != 0 ? true : false;

	s = strtok(NULL, ",\r\n");
	t->groundSpriteID = atoi(s) & 0x01FF;
	if (g_mapSpriteID[packed] != t->groundSpriteID) g_mapSpriteID[packed] |= 0x8000;

	if (!t->isUnveiled) t->overlaySpriteID = g_veiledSpriteID;
}
Example #2
0
static bool Skirmish_IsIslandEnclosed(int start, int end, const SkirmishData* sd)
{
	const int dx[4] = {0, 1, 0, -1};
	const int dy[4] = {-1, 0, 1, 0};
	const uint16 islandID = sd->islandID[sd->buildable[start].packed];

	for (int i = start; i < end; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			const int x = sd->buildable[i].x + dx[j];
			const int y = sd->buildable[i].y + dy[j];
			if (!(Map_InRangeX(x) && Map_InRangeY(y)))
				continue;

			const uint16 packed = Tile_PackXY(x, y);
			const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed);
			if (sd->islandID[packed] == islandID)
				continue;

			if (!(lst == LST_ENTIRELY_MOUNTAIN || lst == LST_PARTIAL_MOUNTAIN || lst == LST_WALL || lst == LST_STRUCTURE))
				return false;
		}
	}

	return true;
}
Example #3
0
File: tile.c Project: l0b0/OpenDUNE
/**
 * Remove fog in the radius around the given tile.
 *
 * @param tile The tile to remove fog around.
 * @param radius The radius to remove fog around.
 */
void Tile_RemoveFogInRadius(tile32 tile, uint16 radius)
{
    uint16 packed;
    uint16 x, y;
    int16 i, j;

    packed = Tile_PackTile(tile);

    if (!Map_IsValidPosition(packed)) return;

    x = Tile_GetPackedX(packed);
    y = Tile_GetPackedY(packed);
    tile = Tile_MakeXY(x, y);

    for (i = -radius; i <= radius; i++) {
        for (j = -radius; j <= radius; j++) {
            tile32 t;

            if ((x + i) < 0 || (x + i) >= 64) continue;
            if ((y + j) < 0 || (y + j) >= 64) continue;

            packed = Tile_PackXY(x + i, y + j);
            t = Tile_MakeXY(x + i, y + j);

            if (Tile_GetDistanceRoundedUp(tile, t) > radius) continue;

            Map_UnveilTile(packed, g_playerHouseID);
        }
    }
}
Example #4
0
/**
 * Gets the average distance between current team members, and set the
 *  position of the team to the average position.
 *
 * Stack: *none*.
 *
 * @param script The script engine to operate on.
 * @return The average distance.
 */
uint16 Script_Team_GetAverageDistance(ScriptEngine *script)
{
	uint16 averageX = 0;
	uint16 averageY = 0;
	uint16 count = 0;
	uint16 distance = 0;
	Team *t;
	PoolFindStruct find;

	VARIABLE_NOT_USED(script);

	t = g_scriptCurrentTeam;

	find.houseID = t->houseID;
	find.index   = 0xFFFF;
	find.type    = 0xFFFF;

	while (true) {
		Unit *u;

		u = Unit_Find(&find);
		if (u == NULL) break;
		if (t->index != u->team - 1) continue;
		count++;
		averageX += (u->o.position.x >> 8) & 0x3f;
		averageY += (u->o.position.y >> 8) & 0x3f;
	}

	if (count == 0) return 0;
	averageX /= count;
	averageY /= count;

	t->position = Tile_MakeXY(averageX, averageY);

	find.houseID = t->houseID;
	find.index   = 0xFFFF;
	find.type    = 0xFFFF;

	while (true) {
		Unit *u;

		u = Unit_Find(&find);
		if (u == NULL) break;
		if (t->index != u->team - 1) continue;
		distance += Tile_GetDistanceRoundedUp(u->o.position, t->position);
	}

	distance /= count;

	if (t->target == 0 || t->targetTile == 0) return distance;

	if (Tile_GetDistancePacked(Tile_PackXY(averageX, averageY), Tools_Index_GetPackedTile(t->target)) <= 10) t->targetTile = 2;

	return distance;
}
Example #5
0
/**
 * @brief   f__167E_00B7_0034_F3DA.
 * @details Simplified logic for IT_TILE.
 */
uint16 Tools_Index_Decode(uint16 encoded)
{
	if (Tools_Index_GetType(encoded) == IT_TILE)
	{
		const uint16 y = (encoded & 0x3F00) >> 8;
		const uint16 x = (encoded & 0x007E) >> 1;
		return Tile_PackXY(x, y);
	}
	else
	{
		return encoded & 0x3FFF;
Example #6
0
static uint16 Skirmish_PickRandomLocation(uint16 acceptableLstFlags, uint16 unacceptableLstFlags)
{
	const MapInfo* mi = &g_mapInfos[0];
	const int x = mi->minX + Tools_RandomLCG_Range(0, mi->sizeX - 1);
	const int y = mi->minY + Tools_RandomLCG_Range(0, mi->sizeY - 1);

	const uint16 packed = Tile_PackXY(x, y);
	if (g_map[packed].hasUnit)
		return 0;

	const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed);
	const uint16 lstFlag = (1 << lst);
	if ((acceptableLstFlags & lstFlag) && !(unacceptableLstFlags & lstFlag))
		return packed;

	return 0;
}
Example #7
0
static bool Skirmish_GenerateMapInner(bool generate_houses, SkirmishData* sd)
{
	const MapInfo* mi = &g_mapInfos[0];

	if (generate_houses)
		Skirmish_Prepare();

	Game_Init();

	Skirmish_GenGeneral();
	Sprites_UnloadTiles();
	Sprites_LoadTiles();
	Tools_RandomLCG_Seed(g_skirmish.seed);
	Map_CreateLandscape(g_skirmish.seed);

	if (!generate_houses)
		return true;

	/* Create initial island. */
	sd->island[0].start = 0;
	sd->island[0].end = 0;
	for (int dy = 0; dy < mi->sizeY; dy++)
	{
		for (int dx = 0; dx < mi->sizeX; dx++)
		{
			const int tx = mi->minX + dx;
			const int ty = mi->minY + dy;
			const uint16 packed = Tile_PackXY(tx, ty);

			sd->buildable[sd->island[0].end].x = tx;
			sd->buildable[sd->island[0].end].y = ty;
			sd->buildable[sd->island[0].end].packed = packed;
			sd->buildable[sd->island[0].end].parent = 0;
			sd->island[0].end++;
		}
	}

	memset(sd->islandID, 0, MAP_SIZE_MAX * MAP_SIZE_MAX * sizeof(sd->islandID[0]));
	Skirmish_DivideIsland(HOUSE_INVALID, 0, sd);

	if (sd->nislands_unused == 0)
		return false;

	/* Spawn players. */
	for (HouseType houseID = HOUSE_HARKONNEN; houseID < HOUSE_MAX; houseID++)
	{
		if (g_skirmish.brain[houseID] == BRAIN_NONE)
			continue;

		if (g_skirmish.brain[houseID] == BRAIN_HUMAN)
			Scenario_Create_House(houseID, g_skirmish.brain[houseID], 2000, 0, 250);
		else
		{
			House* h = Scenario_Create_House(houseID, g_skirmish.brain[houseID], 1000, 0, 250);

			h->flags.isAIActive = true;

			if (!Skirmish_GenStructuresAI(houseID, sd))
				return false;
		}
	}

	for (HouseType houseID = HOUSE_HARKONNEN; houseID < HOUSE_MAX; houseID++)
	{
		if (g_skirmish.brain[houseID] == BRAIN_NONE)
			continue;

		if (g_skirmish.brain[houseID] == BRAIN_HUMAN)
		{
			if (!Skirmish_GenUnitsHuman(houseID, sd))
				return false;
		}
		else
		{
			Skirmish_GenUnitsAI(houseID);
		}
	}

	Skirmish_GenSpiceBlooms();
	Skirmish_GenSandworms();
	Skirmish_GenCHOAM();

	Game_Prepare();
	GUI_ChangeSelectionType(SELECTIONTYPE_STRUCTURE);
	Scenario_CentreViewport(g_playerHouseID);
	g_tickScenarioStart = g_timerGame;
	return true;
}
Example #8
0
/* Use breadth first flood fill to create a list of buildable tiles
 * around x0, y0.  Only fill tiles that are part of the same source
 * island (similar to bucket fill same colour).
 */
static int Skirmish_FindBuildableArea(int island, int x0, int y0, SkirmishData* sd, BuildableTile* buildable)
{
	const int dx[4] = {0, 1, 0, -1};
	const int dy[4] = {-1, 0, 1, 0};
	int* islandID = sd->islandID;
	int n = 0;

	/* Starting case. */
	do
	{
		if (!(Map_InRangeX(x0) && Map_InRangeY(y0)))
			break;

		const uint16 packed = Tile_PackXY(x0, y0);
		if (islandID[packed] != island)
			break;

		const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed);
		const LandscapeInfo* li = &g_table_landscapeInfo[lst];
		if (!(li->isValidForStructure || li->isValidForStructure2))
			break;

		buildable[n].x = x0;
		buildable[n].y = y0;
		buildable[n].packed = packed;
		buildable[n].parent = 0;
		islandID[packed] = sd->nislands;
		n++;
	}
	while (false);

	for (int i = 0; i < n; i++)
	{
		const int r = Tools_Random_256() & 0x3;

		for (int j = 0; j < 4; j++)
		{
			const int x = buildable[i].x + dx[(r + j) & 0x3];
			const int y = buildable[i].y + dy[(r + j) & 0x3];
			if (!(Map_InRangeX(x) && Map_InRangeY(y)))
				continue;

			const uint16 packed = Tile_PackXY(x, y);
			if (islandID[packed] != island)
				continue;

			const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed);
			const LandscapeInfo* li = &g_table_landscapeInfo[lst];
			if (!(li->isValidForStructure || li->isValidForStructure2))
				continue;

			buildable[n].x = x;
			buildable[n].y = y;
			buildable[n].packed = packed;
			buildable[n].parent = i;
			islandID[packed] = sd->nislands;
			n++;
		}
	}

	return n;
}
Example #9
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;
}
Example #10
0
/**
 * Redraw parts of the viewport that require redrawing.
 *
 * @param forceRedraw If true, dirty flags are ignored, and everything is drawn.
 * @param arg08 ??
 * @param drawToMainScreen True if and only if we are drawing to the main screen and not some buffer screen.
 */
void GUI_Widget_Viewport_Draw(bool forceRedraw, bool arg08, bool drawToMainScreen)
{
	static const uint16 values_32A4[8][2] = {
		{0, 0}, {1, 0}, {2, 0}, {3, 0},
		{4, 0}, {3, 1}, {2, 1}, {1, 1}
	};

	uint16 x;
	uint16 y;
	uint16 i;
	uint16 curPos;
	bool updateDisplay;
	Screen oldScreenID;
	uint16 oldValue_07AE_0000;
	int16 minX[10];
	int16 maxX[10];

	PoolFindStruct find;

	updateDisplay = forceRedraw;

	memset(minX, 0xF, sizeof(minX));
	memset(maxX, 0,   sizeof(minX));

	oldScreenID = GFX_Screen_SetActive(SCREEN_1);

	oldValue_07AE_0000 = Widget_SetCurrentWidget(2);

	if (g_dirtyViewportCount != 0 || forceRedraw) {
		for (y = 0; y < 10; y++) {
			uint16 top = (y << 4) + 0x28;
			for (x = 0; x < (drawToMainScreen ? 15 : 16); x++) {
				Tile *t;
				uint16 left;

				curPos = g_viewportPosition + Tile_PackXY(x, y);

				if (x < 15 && !forceRedraw && BitArray_Test(g_dirtyViewport, curPos)) {
					if (maxX[y] < x) maxX[y] = x;
					if (minX[y] > x) minX[y] = x;
					updateDisplay = true;
				}

				if (!BitArray_Test(g_dirtyMinimap, curPos) && !forceRedraw) continue;

				BitArray_Set(g_dirtyViewport, curPos);

				if (x < 15) {
					updateDisplay = true;
					if (maxX[y] < x) maxX[y] = x;
					if (minX[y] > x) minX[y] = x;
				}

				t = &g_map[curPos];
				left = x << 4;

				if (!g_debugScenario && g_veiledSpriteID == t->overlaySpriteID) {
					GUI_DrawFilledRectangle(left, top, left + 15, top + 15, 12);
					continue;
				}

				GFX_DrawSprite(t->groundSpriteID, left, top, t->houseID);

				if (t->overlaySpriteID == 0 || g_debugScenario) continue;

				GFX_DrawSprite(t->overlaySpriteID, left, top, t->houseID);
			}
		}
		g_dirtyViewportCount = 0;
	}

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

	while (true) {
		Unit *u;
		uint8 *sprite;

		u = Unit_Find(&find);

		if (u == NULL) break;

		if (!u->o.flags.s.isDirty && !forceRedraw) continue;
		u->o.flags.s.isDirty = false;

		if (!g_map[Tile_PackTile(u->o.position)].isUnveiled && !g_debugScenario) continue;

		sprite = GUI_Widget_Viewport_Draw_GetSprite(g_table_unitInfo[u->o.type].groundSpriteID, Unit_GetHouseID(u));

		s_spriteFlags = 0x200;

		if (Map_IsPositionInViewport(u->o.position, &x, &y)) GUI_DrawSprite(g_screenActiveID, sprite, x, y, 2, s_spriteFlags | 0xC000);

		if (Map_IsPositionInViewport(u->targetLast, &x, &y)) GUI_DrawSprite(g_screenActiveID, sprite, x, y, 2, s_spriteFlags | 0xC000);

		if (Map_IsPositionInViewport(u->targetPreLast, &x, &y)) GUI_DrawSprite(g_screenActiveID, sprite, x, y, 2, s_spriteFlags | 0xC000);

		if (u != g_unitSelected) continue;

		if (!Map_IsPositionInViewport(u->o.position, &x, &y)) continue;

		GUI_DrawSprite(g_screenActiveID, g_sprites[6], x, y, 2, 0xC000);
	}

	if (g_unitSelected == NULL && (g_var_3A08 != 0 || arg08) && (Structure_Get_ByPackedTile(g_selectionRectanglePosition) != NULL || g_selectionType == SELECTIONTYPE_PLACE || g_debugScenario)) {
		uint16 x1 = (Tile_GetPackedX(g_selectionRectanglePosition) - Tile_GetPackedX(g_minimapPosition)) << 4;
		uint16 y1 = ((Tile_GetPackedY(g_selectionRectanglePosition) - Tile_GetPackedY(g_minimapPosition)) << 4) + 0x28;
		uint16 x2 = x1 + (g_selectionWidth << 4) - 1;
		uint16 y2 = y1 + (g_selectionHeight << 4) - 1;

		GUI_SetClippingArea(0, 40, 239, SCREEN_HEIGHT - 1);
		GUI_DrawWiredRectangle(x1, y1, x2, y2, 0xFF);

		if (g_selectionState == 0 && g_selectionType == SELECTIONTYPE_PLACE) {
			GUI_DrawLine(x1, y1, x2, y2, 0xFF);
			GUI_DrawLine(x2, y1, x1, y2, 0xFF);
		}

		GUI_SetClippingArea(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);

		g_var_3A08 = 0;
	}

	if (g_dirtyUnitCount != 0 || forceRedraw || updateDisplay) {
		find.type    = 0xFFFF;
		find.index   = 0xFFFF;
		find.houseID = HOUSE_INVALID;

		while (true) {
			Unit *u;
			UnitInfo *ui;
			uint16 packed;
			uint8 orientation;
			uint16 index;

			u = Unit_Find(&find);

			if (u == NULL) break;

			if (u->o.index < 20 || u->o.index > 101) continue;

			packed = Tile_PackTile(u->o.position);

			if ((!u->o.flags.s.isDirty || u->o.flags.s.isNotOnMap) && !forceRedraw && !BitArray_Test(g_dirtyViewport, packed)) continue;
			u->o.flags.s.isDirty = false;

			if (!g_map[packed].isUnveiled && !g_debugScenario) continue;

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

			if (!Map_IsPositionInViewport(u->o.position, &x, &y)) continue;

			x += g_table_tilediff[0][u->wobbleIndex].x;
			y += g_table_tilediff[0][u->wobbleIndex].y;

			orientation = Orientation_Orientation256ToOrientation8(u->orientation[0].current);

			if (u->spriteOffset >= 0 || ui->destroyedSpriteID == 0) {
				static const uint16 values_32C4[8][2] = {
					{0, 0}, {1, 0}, {1, 0}, {1, 0},
					{2, 0}, {1, 1}, {1, 1}, {1, 1}
				};

				index = ui->groundSpriteID;

				switch (ui->displayMode) {
					case DISPLAYMODE_UNIT:
					case DISPLAYMODE_ROCKET:
						if (ui->movementType == MOVEMENT_SLITHER) break;
						index += values_32A4[orientation][0];
						s_spriteFlags = values_32A4[orientation][1];
						break;

					case DISPLAYMODE_INFANTRY_3_FRAMES: {
						static const uint16 values_334A[4] = {0, 1, 0, 2};

						index += values_32C4[orientation][0] * 3;
						index += values_334A[u->spriteOffset & 3];
						s_spriteFlags = values_32C4[orientation][1];
					} break;

					case DISPLAYMODE_INFANTRY_4_FRAMES:
						index += values_32C4[orientation][0] * 4;
						index += u->spriteOffset & 3;
						s_spriteFlags = values_32C4[orientation][1];
						break;

					default:
						s_spriteFlags = 0;
						break;
				}
			} else {
				index = ui->destroyedSpriteID - u->spriteOffset - 1;
				s_spriteFlags = 0;
			}

			if (u->o.type != UNIT_SANDWORM && u->o.flags.s.isHighlighted) s_spriteFlags |= 0x100;
			if (ui->o.flags.blurTile) s_spriteFlags |= 0x200;

			GUI_DrawSprite(g_screenActiveID, GUI_Widget_Viewport_Draw_GetSprite(index, (u->deviated != 0) ? u->deviatedHouse : Unit_GetHouseID(u)), x, y, 2, s_spriteFlags | 0xE000, s_paletteHouse, g_paletteMapping2, 1);

			if (u->o.type == UNIT_HARVESTER && u->actionID == ACTION_HARVEST && u->spriteOffset >= 0 && (u->actionID == ACTION_HARVEST || u->actionID == ACTION_MOVE)) {
				uint16 type = Map_GetLandscapeType(packed);
				if (type == LST_SPICE || type == LST_THICK_SPICE) {
					static const int16 values_334E[8][2] = {
						{0, 7},  {-7,  6}, {-14, 1}, {-9, -6},
						{0, -9}, { 9, -6}, { 14, 1}, { 7,  6}
					};

					GUI_DrawSprite(g_screenActiveID, GUI_Widget_Viewport_Draw_GetSprite((u->spriteOffset % 3) + 0xDF + (values_32A4[orientation][0] * 3), Unit_GetHouseID(u)), x + values_334E[orientation][0], y + values_334E[orientation][1], 2, values_32A4[orientation][1] | 0xC000);
				}
			}

			if (u->spriteOffset >= 0 && ui->turretSpriteID != 0xFFFF) {
				int16 offsetX = 0;
				int16 offsetY = 0;
				uint16 spriteID = ui->turretSpriteID;

				orientation = Orientation_Orientation256ToOrientation8(u->orientation[ui->o.flags.hasTurret ? 1 : 0].current);

				switch (ui->turretSpriteID) {
					case 0x8D: /* sonic tank */
						offsetY = -2;
						break;

					case 0x92: /* rocket launcher */
						offsetY = -3;
						break;

					case 0x7E: { /* siege tank */
						static const int16 values_336E[8][2] = {
							{ 0, -5}, { 0, -5}, { 2, -3}, { 2, -1},
							{-1, -3}, {-2, -1}, {-2, -3}, {-1, -5}
						};

						offsetX = values_336E[orientation][0];
						offsetY = values_336E[orientation][1];
					} break;

					case 0x88: { /* devastator */
						static const int16 values_338E[8][2] = {
							{ 0, -4}, {-1, -3}, { 2, -4}, {0, -3},
							{-1, -3}, { 0, -3}, {-2, -4}, {1, -3}
						};

						offsetX = values_338E[orientation][0];
						offsetY = values_338E[orientation][1];
					} break;

					default:
						break;
				}

				s_spriteFlags = values_32A4[orientation][1];
				spriteID += values_32A4[orientation][0];

				GUI_DrawSprite(g_screenActiveID, GUI_Widget_Viewport_Draw_GetSprite(spriteID, Unit_GetHouseID(u)), x + offsetX, y + offsetY, 2, s_spriteFlags | 0xE000, s_paletteHouse);
			}

			if (u->o.flags.s.isSmoking) {
				uint16 spriteID = 180 + (u->spriteOffset & 3);
				if (spriteID == 183) spriteID = 181;

				GUI_DrawSprite(g_screenActiveID, g_sprites[spriteID], x, y - 14, 2, 0xC000);
			}

			if (u != g_unitSelected) continue;

			GUI_DrawSprite(g_screenActiveID, g_sprites[6], x, y, 2, 0xC000);
		}

		g_dirtyUnitCount = 0;
	}

	for (i = 0; i < EXPLOSION_MAX; i++) {
		Explosion *e = Explosion_Get_ByIndex(i);

		curPos = Tile_PackTile(e->position);

		if (BitArray_Test(g_dirtyViewport, curPos)) e->isDirty = true;

		if (e->commands == NULL) continue;
		if (!e->isDirty && !forceRedraw) continue;
		if (e->spriteID == 0) continue;

		e->isDirty = false;

		if (!g_map[curPos].isUnveiled && !g_debugScenario) continue;
		if (!Map_IsPositionInViewport(e->position, &x, &y)) continue;

		s_spriteFlags = 0xC000;

		GUI_DrawSprite(g_screenActiveID, GUI_Widget_Viewport_Draw_GetSprite(e->spriteID, e->houseID), x, y, 2, s_spriteFlags, s_paletteHouse);
	}

	if (g_dirtyAirUnitCount != 0 || forceRedraw || updateDisplay) {
		find.type    = 0xFFFF;
		find.index   = 0xFFFF;
		find.houseID = HOUSE_INVALID;

		while (true) {
			static const uint16 values_32E4[8][2] = {
				{0, 0}, {1, 0}, {2, 0}, {1, 2},
				{0, 2}, {1, 3}, {2, 1}, {1, 1}
			};

			Unit *u;
			UnitInfo *ui;
			uint8 orientation;
			uint8 *sprite;
			uint16 index;

			u = Unit_Find(&find);

			if (u == NULL) break;

			if (u->o.index > 15) continue;

			curPos = Tile_PackTile(u->o.position);

			if ((!u->o.flags.s.isDirty || u->o.flags.s.isNotOnMap) && !forceRedraw && !BitArray_Test(g_dirtyViewport, curPos)) continue;
			u->o.flags.s.isDirty = false;

			if (!g_map[curPos].isUnveiled && !g_debugScenario) continue;

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

			if (!Map_IsPositionInViewport(u->o.position, &x, &y)) continue;

			index = ui->groundSpriteID;
			orientation = u->orientation[0].current;
			s_spriteFlags = 0xC000;

			switch (ui->displayMode) {
				case DISPLAYMODE_SINGLE_FRAME:
					if (u->o.flags.s.bulletIsBig) index++;
					break;

				case DISPLAYMODE_UNIT:
					orientation = Orientation_Orientation256ToOrientation8(orientation);

					index += values_32E4[orientation][0];
					s_spriteFlags |= values_32E4[orientation][1];
					break;

				case DISPLAYMODE_ROCKET: {
					static const uint16 values_3304[16][2] = {
						{0, 0}, {1, 0}, {2, 0}, {3, 0},
						{4, 0}, {3, 2}, {2, 2}, {1, 2},
						{0, 2}, {3, 3}, {2, 3}, {3, 3},
						{4, 1}, {3, 1}, {2, 1}, {1, 1}
					};

					orientation = Orientation_Orientation256ToOrientation16(orientation);

					index += values_3304[orientation][0];
					s_spriteFlags |= values_3304[orientation][1];
				} break;

				case DISPLAYMODE_ORNITHOPTER: {
					static const uint16 values_33AE[4] = {2, 1, 0, 1};

					orientation = Orientation_Orientation256ToOrientation8(orientation);

					index += (values_32E4[orientation][0] * 3) + values_33AE[u->spriteOffset & 3];
					s_spriteFlags |= values_32E4[orientation][1];
				} break;

				default:
					s_spriteFlags = 0x0;
					break;
			}

			if (ui->flags.hasAnimationSet && u->o.flags.s.animationFlip) index += 5;
			if (u->o.type == UNIT_CARRYALL && u->o.flags.s.inTransport) index += 3;

			sprite = GUI_Widget_Viewport_Draw_GetSprite(index, Unit_GetHouseID(u));

			if (ui->o.flags.hasShadow) GUI_DrawSprite(g_screenActiveID, sprite, x + 1, y + 3, 2, (s_spriteFlags & 0xDFFF) | 0x300, g_paletteMapping1, 1);

			if (ui->o.flags.blurTile) s_spriteFlags |= 0x200;

			GUI_DrawSprite(g_screenActiveID, sprite, x, y, 2, s_spriteFlags | 0x2000, s_paletteHouse);
		}

		g_dirtyAirUnitCount = 0;
	}

	if (updateDisplay) {
		memset(g_dirtyMinimap,  0, sizeof(g_dirtyMinimap));
		memset(g_dirtyViewport, 0, sizeof(g_dirtyViewport));
	}

	if (g_changedTilesCount != 0) {
		bool init = false;
		bool update = false;
		Screen oldScreenID2 = SCREEN_1;

		for (i = 0; i < g_changedTilesCount; i++) {
			curPos = g_changedTiles[i];
			BitArray_Clear(g_changedTilesMap, curPos);

			if (!init) {
				init = true;

				oldScreenID2 = GFX_Screen_SetActive(SCREEN_1);

				GUI_Mouse_Hide_InWidget(3);
			}

			GUI_Widget_Viewport_DrawTile(curPos);

			if (!update && BitArray_Test(g_displayedMinimap, curPos)) update = true;
		}

		if (update) Map_UpdateMinimapPosition(g_minimapPosition, true);

		if (init) {
			GUI_Screen_Copy(32, 136, 32, 136, 8, 64, g_screenActiveID, SCREEN_0);

			GFX_Screen_SetActive(oldScreenID2);

			GUI_Mouse_Show_InWidget();
		}

		if (g_changedTilesCount == lengthof(g_changedTiles)) {
			g_changedTilesCount = 0;

			for (i = 0; i < 4096; i++) {
				if (!BitArray_Test(g_changedTilesMap, i)) continue;
				g_changedTiles[g_changedTilesCount++] = i;
				if (g_changedTilesCount == lengthof(g_changedTiles)) break;
			}
		} else {
			g_changedTilesCount = 0;
		}
	}

	if ((g_viewportMessageCounter & 1) != 0 && g_viewportMessageText != NULL && (minX[6] <= 14 || maxX[6] >= 0 || arg08 || forceRedraw)) {
		GUI_DrawText_Wrapper(g_viewportMessageText, 112, 139, 15, 0, 0x132);
		minX[6] = -1;
		maxX[6] = 14;
	}

	if (updateDisplay && !drawToMainScreen) {
		if (g_viewport_fadein) {
			GUI_Mouse_Hide_InWidget(g_curWidgetIndex);

			/* ENHANCEMENT -- When fading in the game on start, you don't see the fade as it is against the already drawn screen. */
			if (g_dune2_enhanced) {
				Screen oldScreenID2 = g_screenActiveID;

				GFX_Screen_SetActive(SCREEN_0);
				GUI_DrawFilledRectangle(g_curWidgetXBase << 3, g_curWidgetYBase, (g_curWidgetXBase + g_curWidgetWidth) << 3, g_curWidgetYBase + g_curWidgetHeight, 0);
				GFX_Screen_SetActive(oldScreenID2);
			}

			GUI_Screen_FadeIn(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, g_screenActiveID, SCREEN_0);
			GUI_Mouse_Show_InWidget();

			g_viewport_fadein = false;
		} else {
			bool init = false;

			for (i = 0; i < 10; i++) {
				uint16 width;
				uint16 height;

				if (arg08) {
					minX[i] = 0;
					maxX[i] = 14;
				}

				if (maxX[i] < minX[i]) continue;

				x = minX[i] * 2;
				y = (i << 4) + 0x28;
				width  = (maxX[i] - minX[i] + 1) * 2;
				height = 16;

				if (!init) {
					GUI_Mouse_Hide_InWidget(g_curWidgetIndex);

					init = true;
				}

				GUI_Screen_Copy(x, y, x, y, width, height, g_screenActiveID, SCREEN_0);
			}

			if (init) GUI_Mouse_Show_InWidget();
		}
	}

	GFX_Screen_SetActive(oldScreenID);

	Widget_SetCurrentWidget(oldValue_07AE_0000);
}