static void Skirmish_GenCHOAM() { g_starportAvailable[UNIT_CARRYALL] = 2; g_starportAvailable[UNIT_TRIKE] = 5; g_starportAvailable[UNIT_QUAD] = 5; g_starportAvailable[UNIT_TANK] = Tools_RandomLCG_Range(4, 6); g_starportAvailable[UNIT_HARVESTER] = 2; g_starportAvailable[UNIT_MCV] = 2; if (g_techLevel >= 5) g_starportAvailable[UNIT_LAUNCHER] = Tools_RandomLCG_Range(2, 4); if (g_techLevel >= 6) g_starportAvailable[UNIT_SIEGE_TANK] = Tools_RandomLCG_Range(3, 5); }
/** * Handle clicks on the Mentat widget. * @return True, always. */ bool GUI_Widget_Mentat_Click(Widget *w) { VARIABLE_NOT_USED(w); g_cursorSpriteID = 0; Sprites_SetMouseSprite(0, 0, g_sprites[0]); Sound_Output_Feedback(0xFFFE); Driver_Voice_Play(NULL, 0xFF); Music_Play(g_table_houseInfo[g_playerHouseID].musicBriefing); Sprites_UnloadTiles(); Timer_SetTimer(TIMER_GAME, false); GUI_Mentat_ShowHelpList(false); Timer_SetTimer(TIMER_GAME, true); Driver_Sound_Play(1, 0xFF); Sprites_LoadTiles(); g_textDisplayNeedsUpdate = true; GUI_DrawInterfaceAndRadar(SCREEN_0); Music_Play(Tools_RandomLCG_Range(0, 5) + 8); return true; }
/** * Perform a random action when we are sitting idle, like rotating around. * * Stack: *none*. * * @param script The script engine to operate on. * @return The value 0. Always. */ uint16 Script_Unit_IdleAction(ScriptEngine *script) { Unit *u; uint16 random; uint16 movementType; uint16 i; VARIABLE_NOT_USED(script); u = g_scriptCurrentUnit; random = Tools_RandomLCG_Range(0, 10); movementType = g_table_unitInfo[u->o.type].movementType; if (movementType != MOVEMENT_FOOT && movementType != MOVEMENT_TRACKED && movementType != MOVEMENT_WHEELED) return 0; if (movementType == MOVEMENT_FOOT && random > 8) { u->spriteOffset = Tools_Random_256() & 0x3F; Unit_UpdateMap(2, u); } if (random > 2) return 0; /* Ensure the order of Tools_Random_256() calls. */ i = (Tools_Random_256() & 1) == 0 ? 1 : 0; Unit_SetOrientation(u, Tools_Random_256(), false, i); return 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; }
/** * Unknown function 0788. * * Stack: *none*. * * @param script The script engine to operate on. * @return The value 0. Always. */ uint16 Script_Team_Unknown0788(ScriptEngine *script) { Team *t; tile32 tile; PoolFindStruct find; VARIABLE_NOT_USED(script); t = g_scriptCurrentTeam; if (t->target == 0) return 0; tile = Tools_Index_GetTile(t->target); find.houseID = t->houseID; find.index = 0xFFFF; find.type = 0xFFFF; while (true) { Unit *u; uint16 distance; uint16 packed; int16 orientation; u = Unit_Find(&find); if (u == NULL) break; if (u->team - 1 != t->index) continue; if (t->target == 0) { Unit_SetAction(u, ACTION_GUARD); continue; } distance = g_table_unitInfo[u->o.type].fireDistance << 8; if (u->actionID == ACTION_ATTACK && u->targetAttack == t->target) { if (u->targetMove != 0) continue; if (Tile_GetDistance(u->o.position, tile) >= distance) continue; } if (u->actionID != ACTION_ATTACK) Unit_SetAction(u, ACTION_ATTACK); orientation = (Tile_GetDirection(tile, u->o.position) & 0xC0) + Tools_RandomLCG_Range(0, 127); if (orientation < 0) orientation += 256; packed = Tile_PackTile(Tile_MoveByDirection(tile, orientation, distance)); if (Object_GetByPackedTile(packed) == NULL) { Unit_SetDestination(u, Tools_Index_Encode(packed, IT_TILE)); } else { Unit_SetDestination(u, Tools_Index_Encode(Tile_PackTile(tile), IT_TILE)); } Unit_SetTarget(u, t->target); } return 0; }
/** * Make 8 explosions: 1 at the unit, and 7 around him. * It does damage to the surrounding units with predefined damage, but * anonymous. * * Stack: 1 - The radius of the 7 explosions. * * @param script The script engine to operate on. * @return The value 0. Always. */ uint16 Script_Unit_ExplosionMultiple(ScriptEngine *script) { Unit *u; uint8 i; u = g_scriptCurrentUnit; Map_MakeExplosion(EXPLOSION_DEATH_HAND, u->o.position, Tools_RandomLCG_Range(25, 50), 0); for (i = 0; i < 7; i++) { Map_MakeExplosion(EXPLOSION_DEATH_HAND, Tile_MoveByRandom(u->o.position, STACK_PEEK(1), false), Tools_RandomLCG_Range(75, 150), 0); } return 0; }
static int Skirmish_PickRandomIsland(const SkirmishData* sd) { if (sd->nislands_unused <= 0) return -1; int r = Tools_RandomLCG_Range(0, sd->nislands_unused - 1); for (int i = 0; i < sd->nislands; i++) { if (sd->island[i].used) continue; if (r <= 0) return i; r--; } return -1; }
static void Skirmish_GenSpiceBlooms() { const uint16 acceptableLst = (1 << LST_NORMAL_SAND) | (1 << LST_ENTIRELY_DUNE) | (1 << LST_PARTIAL_DUNE); for (int count = Tools_RandomLCG_Range(5, 10); count > 0; count--) { const uint16 packed = Skirmish_PickRandomLocation(acceptableLst, 0); if (packed == 0) continue; if ((Tools_Random_256() & 0x3) == 0) { Scenario_Load_Map_Field(packed, &g_map[packed]); } else { Scenario_Load_Map_Bloom(packed, &g_map[packed]); } } }
/** * 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); } } }
static void Skirmish_GenUnitsAI(HouseType houseID) { const uint16 unacceptableLst = (1 << LST_WALL) | (1 << LST_STRUCTURE) | (1 << LST_BLOOM_FIELD); Structure* factory[8] = {NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL}; unsigned int nfactories = 0; PoolFindStruct find; find.houseID = houseID; find.type = 0xFFFF; find.index = STRUCTURE_INDEX_INVALID; Structure* s; while ((nfactories < lengthof(factory)) && ((s = Structure_Find(&find)) != NULL)) { /* Do not produce from hi-tech. */ if (s->o.type == STRUCTURE_LIGHT_VEHICLE || s->o.type == STRUCTURE_HEAVY_VEHICLE || s->o.type == STRUCTURE_WOR_TROOPER || s->o.type == STRUCTURE_BARRACKS) { factory[nfactories] = s; nfactories++; } } if (nfactories == 0) return; for (int count = 8; count > 0;) { const uint16 packed = Skirmish_PickRandomLocation(0xFF, unacceptableLst); if (packed == 0) continue; uint16 dist_ally; uint16 dist_enemy; Skirmish_FindClosestStructures(houseID, packed, &dist_ally, &dist_enemy); if (dist_ally > 8) continue; /* If there's a mountain here, build infantry. */ const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed); UnitType type; if (lst == LST_ENTIRELY_MOUNTAIN || lst == LST_PARTIAL_MOUNTAIN) { type = House_GetInfantrySquad(houseID); } /* Otherwise, build a random vehicle. */ else { const int r = Tools_RandomLCG_Range(0, nfactories - 1); type = (UnitType)StructureAI_PickNextToBuild(factory[r]); if (type == UNIT_INVALID) continue; } const UnitActionType actionType = ((Tools_Random_256() & 0x3) == 0) ? ACTION_AMBUSH : ACTION_AREA_GUARD; const tile32 position = Tile_UnpackTile(packed); Scenario_Create_Unit(houseID, type, 256, position, 127, actionType); count--; } }
static bool Skirmish_GenUnitsHuman(HouseType houseID, SkirmishData* sd) { const int delta[7] = { 0, -4, 4, -MAP_SIZE_MAX * 3 - 2, -MAP_SIZE_MAX * 3 + 2, MAP_SIZE_MAX * 3 - 2, MAP_SIZE_MAX * 3 + 2, }; const MapInfo* mi = &g_mapInfos[0]; /* Pick a tile that is not too close to the edge, and not too * close to the enemy. */ int r; for (int attempts = 0; attempts < 100; attempts++) { const int island = Skirmish_PickRandomIsland(sd); if (island < 0) return false; r = Tools_RandomLCG_Range(sd->island[island].start, sd->island[island].end - 1); if (!(mi->minX + 4 <= sd->buildable[r].x && sd->buildable[r].x < mi->minX + mi->sizeX - 4)) continue; if (!(mi->minY + 3 <= sd->buildable[r].y && sd->buildable[r].y < mi->minY + mi->sizeY - 3)) continue; PoolFindStruct find; find.houseID = HOUSE_INVALID; find.type = 0xFFFF; find.index = STRUCTURE_INDEX_INVALID; Structure* s = Structure_Find(&find); for (; s != NULL; s = Structure_Find(&find)) { if (s->o.type == STRUCTURE_SLAB_1x1 || s->o.type == STRUCTURE_SLAB_2x2 || s->o.type == STRUCTURE_WALL) continue; if (House_AreAllied(g_playerHouseID, s->o.houseID)) continue; const uint16 dist = Tile_GetDistancePacked(Tile_PackTile(s->o.position), sd->buildable[r].packed); if (dist < 24) break; } if (s == NULL) { break; } else { r = -1; } } if (r < 0) return false; bool mcvPlaced = false; for (int i = 0; i < 7; i++) { const uint16 packed = sd->buildable[r].packed + delta[i]; const tile32 position = Tile_UnpackTile(packed); UnitType type; if (!mcvPlaced) type = UNIT_MCV; else if (i >= 0 && i < 3) type = UNIT_SIEGE_TANK; else if (i >= 3 && i < 4) type = House_GetIXVehicle(houseID); else if (i >= 4 && i < 5) type = House_GetMediumVehicle(houseID); else if (i >= 5 && i < 6) type = UNIT_QUAD; else if (i >= 6) type = House_GetInfantrySquad(houseID); const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed); /* If there's a structure or a bloom here, tough luck. */ if (lst == LST_STRUCTURE || lst == LST_BLOOM_FIELD) continue; /* If there's a mountain here, build infantry instead. */ if (lst == LST_ENTIRELY_MOUNTAIN || lst == LST_PARTIAL_MOUNTAIN) type = House_GetInfantrySquad(houseID); Scenario_Create_Unit(houseID, type, 256, position, 127, (UnitActionType)g_table_unitInfo[type].o.actionsPlayer[3]); if (type == UNIT_MCV) mcvPlaced = true; } return true; }
static bool Skirmish_GenStructuresAI(HouseType houseID, SkirmishData* sd) { uint16 tech_level = 0; uint16 structure = 0; int structure_count = 0; int structure_threshold = 100; int cpu_count = 0; for (HouseType h = HOUSE_HARKONNEN; h < HOUSE_MAX; h++) { if (g_skirmish.brain[h] == BRAIN_CPU_ENEMY || g_skirmish.brain[h] == BRAIN_CPU_ALLY) cpu_count++; } assert(cpu_count != 0); const int max_structure_count = 60 / cpu_count; /* First pass finds out what to build. */ tech_level = 0; structure = 0; structure_count = 0; for (structure = 0; (structure < lengthof(buildorder)) && (tech_level <= g_techLevel); structure++) { if (buildorder[structure].type == STRUCTURE_INVALID) tech_level++; else if ((buildorder[structure].availableHouse & (1 << houseID)) != 0) structure_count++; } if (structure_count > max_structure_count) { structure_count = max_structure_count; SkirmishBuildOrder* bo = (SkirmishBuildOrder*)malloc(structure * sizeof(SkirmishBuildOrder)); assert(bo != NULL); memcpy(bo, buildorder, structure * sizeof(SkirmishBuildOrder)); qsort(bo, structure, sizeof(SkirmishBuildOrder), Skirmish_BuildOrder_Sorter); structure_threshold = bo[structure_count].priority; free(bo); } /* Second pass builds structures below the threshold priority. */ tech_level = 0; structure = 0; for (int attempts = 0; attempts < 100; attempts++) { int island = Skirmish_PickRandomIsland(sd); int range = 8; if (island < 0) return false; /* Re-flood-fill the island, using a new starting point. */ { const int r = Tools_RandomLCG_Range(sd->island[island].start, sd->island[island].end - 1); uint16 dist_ally, dist_enemy; Skirmish_FindClosestStructures(houseID, sd->buildable[r].packed, &dist_ally, &dist_enemy); if ((dist_ally > 16 && dist_ally != 0xFFFF) || (dist_enemy < 24)) continue; const int area = Skirmish_FindBuildableArea(island, sd->buildable[r].x, sd->buildable[r].y, sd, sd->buildable + sd->island[island].start); assert(area == sd->island[island].end - sd->island[island].start); UNUSED(area); for (int i = sd->island[island].start; i < sd->island[island].end; i++) sd->islandID[sd->buildable[i].packed] = island; } /* Use no-cheat-mode to verify land is buildable. */ g_validateStrictIfZero--; assert(g_validateStrictIfZero == 0); /* Place structures. */ while (structure_count > 0) { assert(structure < lengthof(buildorder)); if (buildorder[structure].type == STRUCTURE_INVALID) { tech_level++; structure++; continue; } if (buildorder[structure].priority >= structure_threshold) { structure++; continue; } const StructureType type = buildorder[structure].type; const StructureInfo* si = &g_table_structureInfo[type]; const int r = Tools_RandomLCG_Range(0, range - 1); const uint16 packed = sd->buildable[sd->island[island].start + r].packed; if (Structure_IsValidBuildLandscape(packed, type) != 0) { Structure* s = Structure_Create(STRUCTURE_INDEX_INVALID, type, houseID, packed); assert(s != NULL); s->o.hitpoints = si->o.hitpoints; s->o.flags.s.degrades = false; s->state = STRUCTURE_STATE_IDLE; if (House_AreAllied(g_playerHouseID, houseID)) s->o.seenByHouses = 0xFF; if (s->o.type == STRUCTURE_PALACE) s->countDown = g_table_houseInfo[houseID].specialCountDown; range = min(range + 4, sd->island[island].end - sd->island[island].start); structure++; structure_count--; } else { range++; if (range > sd->island[island].end - sd->island[island].start) break; } } /* Connect structures on this island with concrete slabs. */ for (range--; range > 0; range--) { const int self = sd->island[island].start + range; uint16 packed = sd->buildable[self].packed; const LandscapeType lst = (const LandscapeType)Map_GetLandscapeType(packed); if (lst != LST_STRUCTURE && lst != LST_CONCRETE_SLAB) continue; const int parent = sd->island[island].start + sd->buildable[self].parent; packed = sd->buildable[parent].packed; if (Structure_IsValidBuildLandscape(packed, STRUCTURE_SLAB_1x1) == 0) continue; g_validateStrictIfZero++; Structure_Create(STRUCTURE_INDEX_INVALID, STRUCTURE_SLAB_1x1, houseID, packed); g_validateStrictIfZero--; } /* Finished building on this island. Create sub-islands from * remaining buildable tiles. */ g_validateStrictIfZero++; Skirmish_DivideIsland(houseID, island, sd); if (structure_count <= 0) return true; } return false; }
/** * 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); }
/** * Draw sprites and handle mouse in a mentat screen. * @param speakingMode If \c 1, the mentat is speaking. */ void GUI_Mentat_Animation(uint16 speakingMode) { static uint32 movingEyesTimer = 0; /* Timer when to change the eyes sprite. */ static uint16 movingEyesSprite = 0; /* Index in _mentatSprites of the displayed moving eyes. */ static uint16 movingEyesNextSprite = 0; /* If not 0, it decides the movingEyesNextSprite */ static uint32 movingMouthTimer = 0; static uint16 movingMouthSprite = 0; static uint32 movingOtherTimer = 0; static int16 otherSprite = 0; bool partNeedsRedraw; uint16 i; if (movingOtherTimer < g_timerGUI && !g_disableOtherMovement) { if (movingOtherTimer != 0) { uint8 *sprite; if (s_mentatSprites[2][1 + abs(otherSprite)] == NULL) { otherSprite = 1 - otherSprite; } else { otherSprite++; } sprite = s_mentatSprites[2][abs(otherSprite)]; GUI_Mouse_Hide_InRegion(s_otherLeft, s_otherTop, s_otherLeft + Sprite_GetWidth(sprite), s_otherTop + Sprite_GetHeight(sprite)); GUI_DrawSprite(SCREEN_0, sprite, s_otherLeft, s_otherTop, 0, 0); GUI_Mouse_Show_InRegion(); } switch (g_playerHouseID) { case HOUSE_HARKONNEN: movingOtherTimer = g_timerGUI + 300 * 60; break; case HOUSE_ATREIDES: movingOtherTimer = g_timerGUI + 60 * Tools_RandomLCG_Range(1,3); break; case HOUSE_ORDOS: if (otherSprite != 0) { movingOtherTimer = g_timerGUI + 6; } else { movingOtherTimer = g_timerGUI + 60 * Tools_RandomLCG_Range(10, 19); } break; default: break; } } if (speakingMode == 1) { if (movingMouthTimer < g_timerGUI) { uint8 *sprite; movingMouthSprite = Tools_RandomLCG_Range(0, 4); sprite = s_mentatSprites[1][movingMouthSprite]; GUI_Mouse_Hide_InRegion(s_mouthLeft, s_mouthTop, s_mouthLeft + Sprite_GetWidth(sprite), s_mouthTop + Sprite_GetHeight(sprite)); GUI_DrawSprite(SCREEN_0, sprite, s_mouthLeft, s_mouthTop, 0, 0); GUI_Mouse_Show_InRegion(); switch (movingMouthSprite) { case 0: movingMouthTimer = g_timerGUI + Tools_RandomLCG_Range(7, 30); break; case 1: case 2: case 3: movingMouthTimer = g_timerGUI + Tools_RandomLCG_Range(6, 10); break; case 4: movingMouthTimer = g_timerGUI + Tools_RandomLCG_Range(5, 6); break; default: break; } } } else { partNeedsRedraw = false; if (Input_Test(0x41) == 0 && Input_Test(0x42) == 0) { if (movingMouthSprite != 0) { movingMouthSprite = 0; movingMouthTimer = 0; partNeedsRedraw = true; } } else if (Mouse_InsideRegion(s_mouthLeft, s_mouthTop, s_mouthRight, s_mouthBottom) != 0) { if (movingMouthTimer != 0xFFFFFFFF) { movingMouthTimer = 0xFFFFFFFF; movingMouthSprite = Tools_RandomLCG_Range(1, 4); partNeedsRedraw = true; } } else { if (movingMouthSprite != 0) { movingMouthSprite = 0; movingMouthTimer = 0; partNeedsRedraw = true; } } if (partNeedsRedraw) { uint8 *sprite; sprite = s_mentatSprites[1][movingMouthSprite]; GUI_Mouse_Hide_InRegion(s_mouthLeft, s_mouthTop, s_mouthLeft + Sprite_GetWidth(sprite), s_mouthTop + Sprite_GetHeight(sprite)); GUI_DrawSprite(SCREEN_0, sprite, s_mouthLeft, s_mouthTop, 0, 0); GUI_Mouse_Show_InRegion(); } } partNeedsRedraw = false; if (Input_Test(0x41) != 0 || Input_Test(0x42) != 0) { if (Mouse_InsideRegion(s_eyesLeft, s_eyesTop, s_eyesRight, s_eyesBottom) != 0) { if (movingEyesSprite != 0x4) { partNeedsRedraw = true; movingEyesSprite = (movingEyesSprite == 3) ? 4 : 3; movingEyesNextSprite = 0; movingEyesTimer = 0; } if (partNeedsRedraw) { uint8 *sprite; sprite = s_mentatSprites[0][movingEyesSprite]; GUI_Mouse_Hide_InRegion(s_eyesLeft, s_eyesTop, s_eyesLeft + Sprite_GetWidth(sprite), s_eyesTop + Sprite_GetHeight(sprite)); GUI_DrawSprite(SCREEN_0, sprite, s_eyesLeft, s_eyesTop, 0, 0); GUI_Mouse_Show_InRegion(); } return; } } if (Mouse_InsideRegion((int16)s_eyesLeft - 16, (int16)s_eyesTop - 8, s_eyesRight + 16, s_eyesBottom + 24) != 0) { if (Mouse_InsideRegion((int16)s_eyesLeft - 8, s_eyesBottom, s_eyesRight + 8, SCREEN_HEIGHT - 1) != 0) { i = 3; } else { if (Mouse_InsideRegion(s_eyesRight, (int16)s_eyesTop - 8, s_eyesRight + 16, s_eyesBottom + 8) != 0) { i = 2; } else { i = (Mouse_InsideRegion((int16)s_eyesLeft - 16, (int16)s_eyesTop - 8, s_eyesLeft, s_eyesBottom + 8) == 0) ? 0 : 1; } } if (i != movingEyesSprite) { partNeedsRedraw = true; movingEyesSprite = i; movingEyesNextSprite = 0; movingEyesTimer = g_timerGUI; } } else { if (movingEyesTimer >= g_timerGUI) return; partNeedsRedraw = true; if (movingEyesNextSprite != 0) { movingEyesSprite = movingEyesNextSprite; movingEyesNextSprite = 0; if (movingEyesSprite != 4) { movingEyesTimer = g_timerGUI + Tools_RandomLCG_Range(20, 180); } else { movingEyesTimer = g_timerGUI + Tools_RandomLCG_Range(12, 30); } } else { i = 0; switch (speakingMode) { case 0: i = Tools_RandomLCG_Range(0, 7); if (i > 5) { i = 1; } else { if (i == 5) { i = 4; } } break; case 1: if (movingEyesSprite != ((!g_interrogation) ? 0 : 3)) { i = 0; } else { i = Tools_RandomLCG_Range(0, 17); if (i > 9) { i = 0; } else { if (i >= 5) { i = 4; } } } break; default: i = Tools_RandomLCG_Range(0, 15); if (i > 10) { i = 2; } else { if (i >= 5) { i = 4; } } break; } if ((i == 2 && movingEyesSprite == 1) || (i == 1 && movingEyesSprite == 2)) { movingEyesNextSprite = i; movingEyesSprite = 0; movingEyesTimer = g_timerGUI + Tools_RandomLCG_Range(1, 5); } else { if (i != movingEyesSprite && (i == 4 || movingEyesSprite == 4)) { movingEyesNextSprite = i; movingEyesSprite = 3; movingEyesTimer = g_timerGUI; } else { movingEyesSprite = i; if (i != 4) { movingEyesTimer = g_timerGUI + Tools_RandomLCG_Range(15, 180); } else { movingEyesTimer = g_timerGUI + Tools_RandomLCG_Range(6, 60); } } } if (g_interrogation && movingEyesSprite == 0) movingEyesSprite = 3; } } if (partNeedsRedraw) { uint8 *sprite; sprite = s_mentatSprites[0][movingEyesSprite]; GUI_Mouse_Hide_InRegion(s_eyesLeft, s_eyesTop, s_eyesLeft + Sprite_GetWidth(sprite), s_eyesTop + Sprite_GetHeight(sprite)); GUI_DrawSprite(SCREEN_0, sprite, s_eyesLeft, s_eyesTop, 0, 0); GUI_Mouse_Show_InRegion(); } }
/** * Set timeout for next the activity of \a e to a random value up to \a value. * @param e The Explosion to change. * @param value The maximum amount of timeout. */ static void Explosion_Func_SetRandomTimeout(Explosion *e, uint16 value) { e->timeOut = g_timerGUI + Tools_RandomLCG_Range(0, value); }
/** * 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; }