Пример #1
0
/**
 * Display a mentat.
 * @param houseFilename Filename of the house.
 * @param houseID ID of the house.
 */
void GUI_Mentat_Display(const char *wsaFilename, uint8 houseID)
{
    char textBuffer[16];
    Screen oldScreenID;
    int i;

    snprintf(textBuffer, sizeof(textBuffer), "MENTAT%c.CPS", g_table_houseInfo[houseID].name[0]);
    Sprites_LoadImage(textBuffer, SCREEN_1, g_palette_998A);

    oldScreenID = GFX_Screen_SetActive(SCREEN_1);

    if (houseID == HOUSE_MERCENARY) {
        File_ReadBlockFile("BENE.PAL", g_palette1, 256 * 3);
    }

    memset(s_mentatSprites, 0, sizeof(s_mentatSprites));

    s_eyesLeft = s_eyesRight  = s_unknownHouseData[houseID][0];
    s_eyesTop  = s_eyesBottom = s_unknownHouseData[houseID][1];

    for (i = 0; i < 5; i++) {
        s_mentatSprites[0][i] = g_sprites[387 + houseID * 15 + i];
    }

    s_eyesRight  += Sprite_GetWidth(s_mentatSprites[0][0]);
    s_eyesBottom += Sprite_GetHeight(s_mentatSprites[0][0]);

    s_mouthLeft = s_mouthRight  = s_unknownHouseData[houseID][2];
    s_mouthTop  = s_mouthBottom = s_unknownHouseData[houseID][3];

    for (i = 0; i < 5; i++) {
        s_mentatSprites[1][i] = g_sprites[392 + houseID * 15 + i];
    }

    s_mouthRight  += Sprite_GetWidth(s_mentatSprites[1][0]);
    s_mouthBottom += Sprite_GetHeight(s_mentatSprites[1][0]);

    s_otherLeft = s_unknownHouseData[houseID][4];
    s_otherTop  = s_unknownHouseData[houseID][5];

    for (i = 0; i < 4; i++) {
        s_mentatSprites[2][i] = g_sprites[398 + houseID * 15 + i];
    }

    g_shoulderLeft = s_unknownHouseData[houseID][6];
    g_shoulderTop  = s_unknownHouseData[houseID][7];

    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 + houseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0);
    GFX_Screen_SetActive(oldScreenID);
}
Пример #2
0
static void GameCredits_LoadPalette(void)
{
	uint16 i;
	uint8 *p;

	s_buffer_182E = GFX_Screen_Get_ByIndex(SCREEN_3);
	s_buffer_1832 = (uint8 *)s_buffer_182E + SCREEN_WIDTH * g_curWidgetHeight;

	g_palette1 = malloc(256 * 3 * 10);
	g_palette2 = calloc(1, 256 * 3);

	File_ReadBlockFile("IBM.PAL", g_palette1, 256 * 3);

	/* Create 10 fadein/fadeout palettes */
	p = g_palette1;
	for (i = 0; i < 10; i++) {
		uint16 j;
		uint8 *pr = g_palette1;

		for (j = 0; j < 255 * 3; j++) *p++ = *pr++ * (9 - i) / 9;

		*p++ = 0x3F;
		*p++ = 0x3F;
		*p++ = 0x3F;
	}
}
Пример #3
0
/**
 * Loads the game options.
 *
 * @return True if loading is successful.
 */
bool GameOptions_Load(void)
{
	if (!File_Exists("OPTIONS.CFG")) return false;

	File_ReadBlockFile("OPTIONS.CFG", &g_gameConfig, sizeof(g_gameConfig));

	return true;
}
Пример #4
0
void Driver_Voice_LoadFile(const char *filename, void *buffer, uint32 length)
{
	assert(buffer != NULL);

	if (filename == NULL) return;
	if (g_driverVoice->index == 0xFFFF) return;
	if (!File_Exists(filename)) return;

	File_ReadBlockFile(filename, buffer, length);
}
Пример #5
0
static void GameLoop_PrepareAnimation(const HouseAnimation_Animation *animation, const HouseAnimation_Subtitle *subtitle, uint16 arg_8062, const HouseAnimation_SoundEffect *soundEffect)
{
	uint8 i;
	uint8 colors[16];

	s_houseAnimation_animation   = animation;
	s_houseAnimation_subtitle    = subtitle;
	s_houseAnimation_soundEffect = soundEffect;

	s_houseAnimation_currentSubtitle    = 0;
	s_houseAnimation_currentSoundEffect = 0;

	g_fontCharOffset = 0;

	s_var_8062 = arg_8062;
	s_var_8068 = 0;
	s_subtitleWait = 0xFFFF;
	s_subtitleActive = false;

	s_palettePartDirection    = PPD_STOPPED;
	s_palettePartCount        = 0;
	s_paletteAnimationTimeout = 0;

	GFX_ClearScreen();

	File_ReadBlockFile("INTRO.PAL", g_palette1, 256 * 3);

	memcpy(g_palette_998A, g_palette1, 256 * 3);

	Font_Select(g_fontIntro);

	GFX_Screen_SetActive(SCREEN_0);

	memcpy(s_palettePartTarget, &g_palette1[(144 + s_houseAnimation_subtitle->colour * 16) * 3], 6 * 3);

	memset(&g_palette1[215 * 3], 0, 6 * 3);

	memcpy(s_palettePartCurrent, s_palettePartTarget, 6 * 3);

	memset(s_palettePartChange, 0, 6 * 3);


	colors[0] = 0;
	for (i = 0; i < 6; i++) colors[i + 1] = 215 + i;

	GUI_InitColors(colors, 0, 15);
}
Пример #6
0
/**
 * 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);
}
Пример #7
0
/**
 * 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;
}
Пример #8
0
static void ReadProfileIni(const char *filename)
{
	char *source;
	char *key;
	char *keys;
	char buffer[120];
	uint16 locsi;

	if (filename == NULL) return;
	if (!File_Exists(filename)) return;

	source = GFX_Screen_Get_ByIndex(SCREEN_1);

	memset(source, 0, 32000);
	File_ReadBlockFile(filename, source, GFX_Screen_GetSize_ByIndex(SCREEN_1));

	keys = source + strlen(source) + 5000;
	*keys = '\0';

	Ini_GetString("construct", NULL, keys, keys, 2000, source);

	for (key = keys; *key != '\0'; key += strlen(key) + 1) {
		ObjectInfo *oi = NULL;
		uint16 count;
		uint8 type;
		uint16 buildCredits;
		uint16 buildTime;
		uint16 fogUncoverRadius;
		uint16 availableCampaign;
		uint16 sortPriority;
		uint16 priorityBuild;
		uint16 priorityTarget;
		uint16 hitpoints;

		type = Unit_StringToType(key);
		if (type != UNIT_INVALID) {
			oi = &g_table_unitInfo[type].o;
		} else {
			type = Structure_StringToType(key);
			if (type != STRUCTURE_INVALID) oi = &g_table_structureInfo[type].o;
		}

		if (oi == NULL) continue;

		Ini_GetString("construct", key, buffer, buffer, 120, source);
		count = sscanf(buffer, "%hu,%hu,%hu,%hu,%hu,%hu,%hu,%hu", &buildCredits, &buildTime, &hitpoints, &fogUncoverRadius, &availableCampaign, &priorityBuild, &priorityTarget, &sortPriority);
		oi->buildCredits      = buildCredits;
		oi->buildTime         = buildTime;
		oi->hitpoints         = hitpoints;
		oi->fogUncoverRadius  = fogUncoverRadius;
		oi->availableCampaign = availableCampaign;
		oi->priorityBuild     = priorityBuild;
		oi->priorityTarget    = priorityTarget;
		if (count <= 7) continue;
		oi->sortPriority = (uint8)sortPriority;
	}

	if (g_debugGame) {
		for (locsi = 0; locsi < UNIT_MAX; locsi++) {
			ObjectInfo *oi = &g_table_unitInfo[locsi].o;

			sprintf(buffer, "%*s%4d,%4d,%4d,%4d,%4d,%4d,%4d,%4d",
				15 - (int)strlen(oi->name), "", oi->buildCredits, oi->buildTime, oi->hitpoints, oi->fogUncoverRadius,
				oi->availableCampaign, oi->priorityBuild, oi->priorityTarget, oi->sortPriority);

			Ini_SetString("construct", oi->name, buffer, source);
		}

		for (locsi = 0; locsi < STRUCTURE_MAX; locsi++) {
			ObjectInfo *oi = &g_table_unitInfo[locsi].o;

			sprintf(buffer, "%*s%4d,%4d,%4d,%4d,%4d,%4d,%4d,%4d",
				15 - (int)strlen(oi->name), "", oi->buildCredits, oi->buildTime, oi->hitpoints, oi->fogUncoverRadius,
				oi->availableCampaign, oi->priorityBuild, oi->priorityTarget, oi->sortPriority);

			Ini_SetString("construct", oi->name, buffer, source);
		}
	}

	*keys = '\0';

	Ini_GetString("combat", NULL, keys, keys, 2000, source);

	for (key = keys; *key != '\0'; key += strlen(key) + 1) {
		uint16 damage;
		uint16 movingSpeedFactor;
		uint16 fireDelay;
		uint16 fireDistance;

		Ini_GetString("combat", key, buffer, buffer, 120, source);
		String_Trim(buffer);
		if (sscanf(buffer, "%hu,%hu,%hu,%hu", &fireDistance, &damage, &fireDelay, &movingSpeedFactor) < 4) continue;

		for (locsi = 0; locsi < UNIT_MAX; locsi++) {
			UnitInfo *ui = &g_table_unitInfo[locsi];

			if (strcasecmp(ui->o.name, key) != 0) continue;

			ui->damage            = damage;
			ui->movingSpeedFactor = movingSpeedFactor;
			ui->fireDelay         = fireDelay;
			ui->fireDistance      = fireDistance;
			break;
		}
	}

	if (!g_debugGame) return;

	for (locsi = 0; locsi < UNIT_MAX; locsi++) {
		const UnitInfo *ui = &g_table_unitInfo[locsi];

		sprintf(buffer, "%*s%4d,%4d,%4d,%4d", 15 - (int)strlen(ui->o.name), "", ui->fireDistance, ui->damage, ui->fireDelay, ui->movingSpeedFactor);
		Ini_SetString("combat", ui->o.name, buffer, source);
	}
}
Пример #9
0
/**
 * 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;
}
Пример #10
0
/**
 * In case the current house is Mercenary, another palette is loaded.
 */
void Load_Palette_Mercenaries(void)
{
	if (g_playerHouseID == HOUSE_MERCENARY) {
		File_ReadBlockFile("IBM.PAL", g_palette1, 256 * 3);
	}
}
Пример #11
0
/**
 * Logos at begin of intro.
 */
static void Gameloop_Logos(void)
{
	Screen oldScreenID;
	void *wsa;
	uint16 frame;

	oldScreenID = GFX_Screen_SetActive(SCREEN_0);

	GFX_SetPalette(g_palette2);
	GFX_ClearScreen();

	File_ReadBlockFile("WESTWOOD.PAL", g_palette_998A, 256 * 3);

	frame = 0;
	wsa = WSA_LoadFile("WESTWOOD.WSA", GFX_Screen_Get_ByIndex(SCREEN_1), GFX_Screen_GetSize_ByIndex(SCREEN_1) + GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3), true);
	WSA_DisplayFrame(wsa, frame++, 0, 0, SCREEN_0);

	GUI_SetPaletteAnimated(g_palette_998A, 60);

	Music_Play(0x24);

	g_timerTimeout = 360;

	while (WSA_DisplayFrame(wsa, frame++, 0, 0, SCREEN_0)) Timer_Sleep(6);
	
	WSA_Unload(wsa);

	if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit;
	Voice_LoadVoices(0xFFFF);

	for (; g_timerTimeout != 0; sleepIdle()) {
		if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit;
	}

	GUI_SetPaletteAnimated(g_palette2, 60);

	while (Driver_Music_IsPlaying()) sleepIdle();

	GUI_SetPaletteAnimated(g_palette2, 60);

	GFX_ClearScreen();

	Sprites_LoadImage(String_GenerateFilename("AND"), SCREEN_1, g_palette_998A);

	GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0);

	GUI_SetPaletteAnimated(g_palette_998A, 30);

	for (g_timerTimeout = 60; g_timerTimeout != 0; sleepIdle()) {
		if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit;
	}

	GUI_SetPaletteAnimated(g_palette2, 30);

	GUI_ClearScreen(SCREEN_0);

	Sprites_LoadImage("VIRGIN.CPS", SCREEN_1, g_palette_998A);

	GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0);

	GUI_SetPaletteAnimated(g_palette_998A, 30);

	for (g_timerTimeout = 180; g_timerTimeout != 0; sleepIdle()) {
		if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit;
	}

logos_exit:
	GUI_SetPaletteAnimated(g_palette2, 30);

	GUI_ClearScreen(SCREEN_0);

	GFX_Screen_SetActive(oldScreenID);
}
Пример #12
0
/**
 * Shows the game credits.
 */
static void GameLoop_GameCredits(void)
{
	static const uint8 colours[] = {0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0};

	uint16 i;
	uint8 *memory;

	GUI_Mouse_Hide_Safe();

	Widget_SetCurrentWidget(20);

	Sprites_LoadImage("BIGPLAN.CPS", SCREEN_1, g_palette_998A);

	GUI_ClearScreen(SCREEN_0);

	GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_1, SCREEN_0);

	GUI_SetPaletteAnimated(g_palette_998A, 60);

	Music_Play(0);

	GameLoop_Uninit();

	Music_Play(33);

	memory = GFX_Screen_Get_ByIndex(SCREEN_2);

	for (i = 0; i < 256; i++) {
		uint8 loc06;
		uint8 loc04;

		memory[i] = i & 0xFF;

		loc06 = i / 16;
		loc04 = i % 16;

		if (loc06 == 9 && loc04 <= 6) {
			memory[i] = (g_playerHouseID * 16) + loc04 + 144;
		}
	}

	Sprites_LoadImage("MAPPLAN.CPS", SCREEN_1, g_palette_998A);

	GUI_Palette_RemapScreen(g_curWidgetXBase << 3, g_curWidgetYBase, g_curWidgetWidth << 3, g_curWidgetHeight, SCREEN_1, memory);

	GUI_Screen_FadeIn2(g_curWidgetXBase << 3, g_curWidgetYBase, g_curWidgetWidth << 3, g_curWidgetHeight, SCREEN_1, SCREEN_0, 1, false);

	GameCredits_LoadPalette();

	GUI_Mouse_Hide_Safe();

	GUI_InitColors(colours, 0, lengthof(colours) - 1);

	g_fontCharOffset = -1;

	GFX_SetPalette(g_palette1);

	for (;; sleepIdle()) {
		File_ReadBlockFile(String_GenerateFilename("CREDITS"), s_buffer_1832, GFX_Screen_GetSize_ByIndex(SCREEN_3));

		GameCredits_Play(s_buffer_1832, 20, SCREEN_1, SCREEN_2, 6);

		if (Input_Keyboard_NextKey() != 0) break;

		Music_Play(33);
	}

	GUI_SetPaletteAnimated(g_palette2, 60);

	Driver_Music_FadeOut();

	GFX_ClearScreen();
}
Пример #13
0
/**
 * Intro menu.
 */
static void GameLoop_GameIntroAnimationMenu()
{
	Timer_SetTimer(TIMER_GUI, true);

	g_techLevel = 0;
	g_campaignID = 0;
	g_scenarioID = 1;
	g_playerHouseID = HOUSE_INVALID;
	g_debugScenario = false;
	g_selectionType = SELECTIONTYPE_MENTAT;
	g_selectionTypeNew = SELECTIONTYPE_MENTAT;

	memset(g_palette1, 0, 3 * 256);
	memset(g_palette2, 0, 3 * 256);

	g_readBufferSize = 12000;
	g_readBuffer = NULL;

	File_ReadBlockFile("IBM.PAL", g_palette_998A, 256 * 3);

	memmove(g_palette1, g_palette_998A, 256 * 3);

	GUI_ClearScreen(SCREEN_0);

	GFX_SetPalette(g_palette1);
	GFX_SetPalette(g_palette2);

	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);

	Video_SetCursor(SHAPE_CURSOR_NORMAL);

	Window_WidgetClick_Create();
	Unit_Init();
	UnitAI_ClearSquads();
	Team_Init();
	House_Init();
	Structure_Init();

	{
		Audio_PlayMusic(MUSIC_STOP);

		free(g_readBuffer);
		g_readBufferSize = 0x6D60;
		g_readBuffer = calloc(1, g_readBufferSize);

		Menu_GameStarted();
	}

	GFX_SetPalette(g_palette1);
}