/** * 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; }
void async_GUI_Mentat_ShowOpen() { Sprites_UnloadTiles(); GUI_Mentat_Display(asyncMentatShow.wsaFilename, g_playerHouseID); GFX_Screen_SetActive(2); Widget_SetAndPaintCurrentWidget(8); if (asyncMentatShow.wsaFilename != NULL) { void *wsa; wsa = WSA_LoadFile(asyncMentatShow.wsaFilename, GFX_Screen_Get_ByIndex(5), GFX_Screen_GetSize_ByIndex(5), false); WSA_DisplayFrame(wsa, 0, g_curWidgetXBase * 8, g_curWidgetYBase, 2); WSA_Unload(wsa); } GUI_DrawSprite(2, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0); GFX_Screen_SetActive(0); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, 2, 0); GUI_Mouse_Show_Safe(); GUI_SetPaletteAnimated(g_palette1, 15); Async_GUI_Mentat_Loop(asyncMentatShow.wsaFilename, NULL, asyncMentatShow.stringBuffer, true, NULL); Async_Storage_uint16(&asyncMentatShow.ret); }
/** * Show the Mentat screen. * @param spriteBuffer The buffer of the strings. * @param wsaFilename The WSA to show. * @param w The widgets to handle. Can be NULL for no widgets. * @param unknown A boolean. * @return Return value of GUI_Widget_HandleEvents() or f__B4DA_0AB8_002A_AAB2() (latter when no widgets). */ uint16 GUI_Mentat_Show(char *stringBuffer, const char *wsaFilename, Widget *w, bool unknown) { uint16 ret; Sprites_UnloadTiles(); GUI_Mentat_Display(wsaFilename, g_playerHouseID); GFX_Screen_SetActive(SCREEN_1); Widget_SetAndPaintCurrentWidget(8); if (wsaFilename != NULL) { void *wsa; wsa = WSA_LoadFile(wsaFilename, GFX_Screen_Get_ByIndex(SCREEN_2), GFX_Screen_GetSize_ByIndex(SCREEN_2), false); WSA_DisplayFrame(wsa, 0, g_curWidgetXBase * 8, g_curWidgetYBase, SCREEN_1); WSA_Unload(wsa); } GUI_DrawSprite(SCREEN_1, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0); GFX_Screen_SetActive(SCREEN_0); 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); ret = GUI_Mentat_Loop(wsaFilename, NULL, stringBuffer, true, NULL); if (w != NULL) { do { GUI_Widget_DrawAll(w); ret = GUI_Widget_HandleEvents(w); GUI_PaletteAnimate(); GUI_Mentat_Animation(0); sleepIdle(); } while ((ret & 0x8000) == 0); } Input_History_Clear(); if (unknown) { Load_Palette_Mercenaries(); Sprites_LoadTiles(); } return ret; }
/** * 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); AsyncGUI_Mentat_ShowHelpList(false); Async_InvokeAfterAsync(GUI_Widget_Mentat_Click_Close); return true; }
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; }
/** * 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; }
/** * Handles Click event for "Options" button. * * @param w The widget. * @return False, always. */ bool GUI_Widget_Options_Click(Widget *w) { WindowDesc *desc = &g_optionsWindowDesc; uint16 cursor = g_cursorSpriteID; bool loop; g_cursorSpriteID = 0; Sprites_SetMouseSprite(0, 0, g_sprites[0]); Sprites_UnloadTiles(); memmove(g_palette_998A, g_paletteActive, 256 * 3); Driver_Voice_Play(NULL, 0xFF); Timer_SetTimer(TIMER_GAME, false); GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22); ShadeScreen(); GUI_Window_BackupScreen(desc); GUI_Window_Create(desc); for (loop = true; loop; sleepIdle()) { Widget *w2 = g_widgetLinkedListTail; uint16 key = GUI_Widget_HandleEvents(w2); if ((key & 0x8000) != 0) { w = GUI_Widget_Get_ByIndex(w2, key); GUI_Window_RestoreScreen(desc); switch ((key & 0x7FFF) - 0x1E) { case 0: if (GUI_Widget_SaveLoad_Click(false)) loop = false; break; case 1: if (GUI_Widget_SaveLoad_Click(true)) loop = false; break; case 2: GUI_Widget_GameControls_Click(w); break; case 3: /* "Are you sure you wish to restart?" */ if (!GUI_YesNo(0x76)) break; loop = false; g_gameMode = GM_RESTART; break; case 4: /* "Are you sure you wish to pick a new house?" */ if (!GUI_YesNo(0x77)) break; loop = false; Driver_Music_FadeOut(); g_gameMode = GM_PICKHOUSE; break; case 5: loop = false; break; case 6: /* "Are you sure you want to quit playing?" */ loop = !GUI_YesNo(0x65); g_running = loop; Sound_Output_Feedback(0xFFFE); while (Driver_Voice_IsPlaying()) sleepIdle(); break; default: break; } if (g_running && loop) { GUI_Window_BackupScreen(desc); GUI_Window_Create(desc); } } GUI_PaletteAnimate(); } g_textDisplayNeedsUpdate = true; Sprites_LoadTiles(); GUI_DrawInterfaceAndRadar(SCREEN_0); UnshadeScreen(); GUI_Widget_MakeSelected(w, false); Timer_SetTimer(TIMER_GAME, true); GameOptions_Save(); Structure_Recount(); Unit_Recount(); g_cursorSpriteID = cursor; Sprites_SetMouseSprite(0, 0, g_sprites[cursor]); return false; }
/** * Main game loop. */ void GameLoop_Main(bool new_game, const char* scenario) { static int64_t l_timerNext = 0; static int64_t l_timerUnitStatus = 0; static int16 l_selectionState = -2; int frames_skipped = 0; Mouse_TransformFromDiv(SCREENDIV_MENU, &g_mouseX, &g_mouseY); Sprites_UnloadTiles(); Sprites_LoadTiles(); Viewport_Init(); if (new_game) { if (scenario) { if (!Game_LoadScenario(scenario)) goto end; } else Game_LoadScenario(g_playerHouseID, g_scenarioID); GUI_ChangeSelectionType(g_debugScenario ? SELECTIONTYPE_DEBUG : SELECTIONTYPE_STRUCTURE); } GUI_Palette_CreateRemap(g_table_houseInfo[g_playerHouseID].spriteColor); Audio_LoadSampleSet(g_table_houseInfo[g_playerHouseID].sampleSet); Timer_ResetScriptTimers(); Timer_SetTimer(TIMER_GAME, true); /* Note: original game chose only MUSIC_IDLE1 .. MUSIC_IDLE6. */ Audio_PlayMusic(MUSIC_RANDOM_IDLE); l_timerNext = Timer_GetTicks() + 300; g_musicInBattle = 0; g_gameMode = GM_NORMAL; g_gameOverlay = GAMEOVERLAY_NONE; Timer_RegisterSource(); while (g_gameMode == GM_NORMAL) { Timer_WaitForEvent(); const int64_t curr_ticks = Timer_GameTicks(); if (g_gameOverlay == GAMEOVERLAY_NONE) { Input_Tick(false); uint16 key = GUI_Widget_HandleEvents(g_widgetLinkedListHead); GameLoop_ProcessUnhandledInput(key); if (g_mousePanning) Video_WarpCursor(TRUE_DISPLAY_WIDTH / 2, TRUE_DISPLAY_HEIGHT / 2); } else if (g_gameOverlay == GAMEOVERLAY_MENTAT) { Input_Tick(true); MenuBar_TickMentatOverlay(); } else { Input_Tick(true); MenuBar_TickOptionsOverlay(); } if (g_gameOverlay == GAMEOVERLAY_NONE && g_timerGame != curr_ticks) g_timerGame = curr_ticks; else if (g_gameOverlay == GAMEOVERLAY_NONE) continue; if (g_selectionTypeNew != g_selectionType) GUI_ChangeSelectionType(g_selectionTypeNew); GUI_PaletteAnimate(); if (l_selectionState != g_selectionState) { Map_SetSelectionObjectPosition(0xFFFF); Map_SetSelectionObjectPosition(g_selectionRectanglePosition); l_selectionState = g_selectionState; } const bool narrator_speaking = Audio_Poll(); if (!narrator_speaking) { if (!g_enable_audio || !g_enable_music) { g_musicInBattle = 0; } else if (g_musicInBattle > 0) { Audio_PlayMusic(MUSIC_RANDOM_ATTACK); l_timerNext = Timer_GetTicks() + 300; g_musicInBattle = -1; } else { if (Timer_GetTicks() > l_timerNext) { if (!Audio_MusicIsPlaying()) { if (g_gameOverlay == GAMEOVERLAY_MENTAT) Audio_PlayMusic((MusicID)g_table_houseInfo[g_playerHouseID].musicBriefing); else Audio_PlayMusic(MUSIC_RANDOM_IDLE); l_timerNext = Timer_GetTicks() + 300; g_musicInBattle = 0; } } } } GFX_Screen_SetActive(SCREEN_0); if ((g_gameOverlay == GAMEOVERLAY_NONE) && (g_selectionType == SELECTIONTYPE_TARGET || g_selectionType == SELECTIONTYPE_PLACE || g_selectionType == SELECTIONTYPE_UNIT || g_selectionType == SELECTIONTYPE_STRUCTURE)) { if (Unit_AnySelected()) { if (l_timerUnitStatus < g_timerGame) { Unit_DisplayGroupStatusText(); l_timerUnitStatus = g_timerGame + 300; } if (g_selectionType != SELECTIONTYPE_TARGET) { const Unit* u = Unit_FirstSelected(NULL); g_selectionPosition = Tile_PackTile(Tile_Center(u->o.position)); } } UnitAI_SquadLoop(); GameLoop_Team(); GameLoop_Unit(); GameLoop_Structure(); GameLoop_House(); } if (g_running && !g_debugScenario) GameLoop_LevelEnd(); if (!g_running) break; if (frames_skipped > 4 || Timer_QueueIsEmpty()) { frames_skipped = 0; if (g_gameOverlay == GAMEOVERLAY_NONE) GUI_DrawInterfaceAndRadar(); else if (g_gameOverlay == GAMEOVERLAY_MENTAT) MenuBar_DrawMentatOverlay(); else { GUI_DrawInterfaceAndRadar(); MenuBar_DrawOptionsOverlay(); } Video_Tick(); A5_UseTransform(SCREENDIV_MAIN); } else frames_skipped++; } end: Timer_UnregisterSource(); Audio_PlayVoice(VOICE_STOP); Widget_SetCurrentWidget(0); g_selectionPosition = 0xFFFF; Unit_UnselectAll(); if (g_gameOverlay == GAMEOVERLAY_NONE) Mouse_TransformToDiv(SCREENDIV_MENU, &g_mouseX, &g_mouseY); }