/** * Updates the radar state for the given house. * @param h The house. * @return True if and only if the radar has been activated. */ bool House_UpdateRadarState(House *h) { void *wsa; uint16 frame; uint16 frameCount; bool activate; if (h == NULL || h->index != g_playerHouseID) return false; wsa = NULL; activate = h->flags.radarActivated; if (h->flags.radarActivated) { /* Deactivate radar */ if ((h->structuresBuilt & (1 << STRUCTURE_OUTPOST)) == 0 || h->powerProduction < h->powerUsage) activate = false; } else { /* Activate radar */ if ((h->structuresBuilt & (1 << STRUCTURE_OUTPOST)) != 0 && h->powerProduction >= h->powerUsage) activate = true; } if (h->flags.radarActivated == activate) return false; wsa = WSA_LoadFile("STATIC.WSA", GFX_Screen_Get_ByIndex(3), GFX_Screen_GetSize_ByIndex(3), true); frameCount = WSA_GetFrameCount(wsa); g_textDisplayNeedsUpdate = true; GUI_Mouse_Hide_Safe(); while (Driver_Voice_IsPlaying()) sleepIdle(); Voice_Play(62); Sound_Output_Feedback(activate ? 28 : 29); frameCount = WSA_GetFrameCount(wsa); for (frame = 0; frame < frameCount; frame++) { WSA_DisplayFrame(wsa, activate ? frameCount - frame : frame, 256, 136, 0); GUI_PaletteAnimate(); g_timerTimeout = 3; while (g_timerTimeout != 0) sleepIdle(); } h->flags.radarActivated = activate; WSA_Unload(wsa); g_viewport_forceRedraw = true; GUI_Mouse_Show_Safe(); GUI_Widget_Viewport_RedrawMap(0); return activate; }
int MikMod_PlaySample(SAMPLE *s, ULONG start, UBYTE flags) /* Plays a sound effects sample. Picks a voice from the number of voices */ /* allocated for use as sound effects (loops through voices, skipping all */ /* active criticals). */ /* */ /* Returns the voice that the sound is being played on. */ { int orig = sfxpool; /* for cases where all channels are critical */ int c; if(md_sfxchn==0) return -1; if(s->volume > 64) s->volume = 64; /* check the first location after sfxpool */ do { if(sfxinfo[sfxpool] & SFX_CRITICAL) { if(md_driver->VoiceStopped(c=sfxpool+md_sngchn)) { sfxinfo[sfxpool] = flags; Voice_Play(c, s, start); md_driver->VoiceSetVolume(c,s->volume<<2); md_driver->VoiceSetPanning(c,s->panning); md_driver->VoiceSetFrequency(c,s->speed); sfxpool++; if(sfxpool >= md_sfxchn) sfxpool = 0; return c; } } else { sfxinfo[sfxpool] = flags; Voice_Play(c=sfxpool+md_sngchn, s, start); md_driver->VoiceSetVolume(c,s->volume<<2); md_driver->VoiceSetPanning(c,s->panning); md_driver->VoiceSetFrequency(c,s->speed); sfxpool++; if(sfxpool >= md_sfxchn) sfxpool = 0; return c; } sfxpool++; if(sfxpool >= md_sfxchn) sfxpool = 0; } while(sfxpool!=orig); return -1; }
static void GameLoop_PlaySoundEffect(uint8 animation) { const HouseAnimation_SoundEffect *soundEffect = &s_houseAnimation_soundEffect[s_houseAnimation_currentSoundEffect]; if (soundEffect->animationID > animation || soundEffect->wait > s_var_8068) return; Voice_Play(soundEffect->voiceID); s_houseAnimation_currentSoundEffect++; }
/** * 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; }