/** * 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; }
/** * Make the current unit harvest spice. * * Stack: *none*. * * @param script The script engine to operate on. * @return ??. */ uint16 Script_Unit_Harvest(ScriptEngine *script) { Unit *u; uint16 packed; uint16 type; VARIABLE_NOT_USED(script); u = g_scriptCurrentUnit; if (u->o.type != UNIT_HARVESTER) return 0; if (u->amount >= 100) return 0; packed = Tile_PackTile(u->o.position); type = Map_GetLandscapeType(packed); if (type != LST_SPICE && type != LST_THICK_SPICE) return 0; u->amount += Tools_Random_256() & 1; u->o.flags.s.inTransport = true; Unit_UpdateMap(2, u); if (u->amount > 100) u->amount = 100; if ((Tools_Random_256() & 0x1F) != 0) return 1; Map_ChangeSpiceAmount(packed, -1); return 0; }
/** * Get the tile from given tile at given maximum distance in random direction. * * @param tile The origin. * @param distance The distance maximum. * @param center Wether to center the offset of the tile. * @return The tile. */ tile32 Tile_MoveByRandom(tile32 tile, uint16 distance, bool center) { uint16 x; uint16 y; tile32 ret; uint8 orientation; uint16 newDistance; if (distance == 0) return tile; x = Tile_GetX(tile); y = Tile_GetY(tile); newDistance = Tools_Random_256(); while (newDistance > distance) newDistance /= 2; distance = newDistance; orientation = Tools_Random_256(); x += ((_stepX[orientation] * distance) / 128) * 16; y -= ((_stepY[orientation] * distance) / 128) * 16; if (x > 16384 || y > 16384) return tile; ret.s.x = x; ret.s.y = y; return center ? Tile_Center(ret) : ret; }
/** * Get a tile in the direction of a destination, randomized a bit. * * @param packed_from The origin. * @param packed_to The destination. * @return A packed tile. */ uint16 Tile_GetTileInDirectionOf(uint16 packed_from, uint16 packed_to) { int16 distance; uint8 direction; uint8 i; if (packed_from == 0 || packed_to == 0) return 0; distance = Tile_GetDistancePacked(packed_from, packed_to); direction = Tile_GetDirectionPacked(packed_to, packed_from); if (distance <= 10) return 0; for (i = 0; i < 4; i++) { int16 dir; tile32 position; uint16 packed; dir = 29 + (Tools_Random_256() & 0x3F); if ((Tools_Random_256() & 1) != 0) dir = -dir; position = Tile_UnpackTile(packed_to); position = Tile_MoveByDirection(position, direction + dir, min(distance, 20) << 8); packed = Tile_PackTile(position); if (Map_IsValidPosition(packed)) return packed; } return 0; }
/** * Destroy a structure and spawn soldiers around the place. * * Stack: *none* * * @param script The script engine to operate on. * @return Always 0. */ uint16 Script_Structure_Destroy(ScriptEngine *script) { Structure *s; uint16 position; uint16 layout; uint16 i; VARIABLE_NOT_USED(script); s = g_scriptCurrentStructure; layout = g_table_structureInfo[s->o.type].layout; position = Tile_PackTile(s->o.position); Structure_Remove(s); for (i = 0; i < g_table_structure_layoutTileCount[layout]; i++) { tile32 tile; Unit *u; tile = Tile_UnpackTile(position + g_table_structure_layoutTiles[layout][i]); if (g_table_structureInfo[s->o.type].o.spawnChance < Tools_Random_256()) continue; u = Unit_Create(UNIT_INDEX_INVALID, UNIT_SOLDIER, s->o.houseID, tile, Tools_Random_256()); if (u == NULL) continue; u->o.hitpoints = g_table_unitInfo[UNIT_SOLDIER].o.hitpoints * (Tools_Random_256() & 3) / 256; if (s->o.houseID != g_playerHouseID) { Unit_SetAction(u, ACTION_ATTACK); continue; } Unit_SetAction(u, ACTION_MOVE); tile = Tile_MoveByRandom(u->o.position, 32, true); u->targetMove = Tools_Index_Encode(Tile_PackTile(tile), IT_TILE); } if (g_debugScenario) return 0; if (s->o.houseID != g_playerHouseID) return 0; if (g_config.language == LANGUAGE_FRENCH) { GUI_DisplayText("%s %s %s", 0, String_Get_ByIndex(g_table_structureInfo[s->o.type].o.stringID_full), g_table_houseInfo[s->o.houseID].name, String_Get_ByIndex(0x85)); } else { GUI_DisplayText("%s %s %s", 0, g_table_houseInfo[s->o.houseID].name, String_Get_ByIndex(g_table_structureInfo[s->o.type].o.stringID_full), String_Get_ByIndex(0x85)); } return 0; }
/** * Handle damage to a tile, removing spice, removing concrete, stuff like that. * @param e The Explosion to handle damage on. * @param parameter Unused parameter. */ static void Explosion_Func_TileDamage(Explosion *e, uint16 parameter) { static const int16 craterIconMapIndex[] = { -1, 2, 1 }; uint16 packed; uint16 type; Tile *t; int16 iconMapIndex; uint16 overlaySpriteID; uint16 *iconMap; VARIABLE_NOT_USED(parameter); packed = Tile_PackTile(e->position); if (!Map_IsPositionUnveiled(packed)) return; type = Map_GetLandscapeType(packed); if (type == LST_STRUCTURE || type == LST_DESTROYED_WALL) return; t = &g_map[packed]; if (type == LST_CONCRETE_SLAB) { t->groundSpriteID = g_mapSpriteID[packed]; Map_Update(packed, 0, false); } if (g_table_landscapeInfo[type].craterType == 0) return; /* You cannot damage veiled tiles */ overlaySpriteID = t->overlaySpriteID; if (!Sprite_IsUnveiled(overlaySpriteID)) return; iconMapIndex = craterIconMapIndex[g_table_landscapeInfo[type].craterType]; iconMap = &g_iconMap[g_iconMap[iconMapIndex]]; if (iconMap[0] <= overlaySpriteID && overlaySpriteID <= iconMap[10]) { /* There already is a crater; make it bigger */ overlaySpriteID -= iconMap[0]; if (overlaySpriteID < 4) overlaySpriteID += 2; } else { /* Randomly pick 1 of the 2 possible craters */ overlaySpriteID = Tools_Random_256() & 1; } /* Reduce spice if there is any */ Map_ChangeSpiceAmount(packed, -1); /* Boom a bloom if there is one */ if (t->groundSpriteID == g_bloomSpriteID) { Map_Bloom_ExplodeSpice(packed, g_playerHouseID); return; } /* Update the tile with the crater */ t->overlaySpriteID = overlaySpriteID + iconMap[0]; Map_Update(packed, 0, false); }
/** * Create a new soldier unit. * * Stack: 1 - Action for the new Unit. * * @param script The script engine to operate on. * @return 1 if a new Unit has been created, 0 otherwise. */ uint16 Script_Unit_RandomSoldier(ScriptEngine *script) { Unit *u; Unit *nu; tile32 position; u = g_scriptCurrentUnit; if (Tools_Random_256() >= g_table_unitInfo[u->o.type].o.spawnChance) return 0; position = Tile_MoveByRandom(u->o.position, 20, true); nu = Unit_Create(UNIT_INDEX_INVALID, UNIT_SOLDIER, u->o.houseID, position, Tools_Random_256()); if (nu == NULL) return 0; nu->deviated = u->deviated; Unit_SetAction(nu, STACK_PEEK(1)); return 1; }
/** * Set the animation of a Explosion. * @param e The Explosion to change. * @param animationMapID The animation map to use. */ static void Explosion_Func_SetAnimation(Explosion *e, uint16 animationMapID) { uint16 packed; packed = Tile_PackTile(e->position); if (Structure_Get_ByPackedTile(packed) != NULL) return; animationMapID += Tools_Random_256() & 0x1; animationMapID += g_table_landscapeInfo[Map_GetLandscapeType(packed)].isSand ? 0 : 2; assert(animationMapID < 16); Animation_Start(g_table_animation_map[animationMapID], e->position, 0, e->houseID, 3); }
/** * Refine spice in the current structure. * * Stack: *none* * * @param script The script engine to operate on. * @return 0 if there is no spice to refine, otherwise 1. */ uint16 Script_Structure_RefineSpice(ScriptEngine *script) { const StructureInfo *si; Structure *s; Unit *u; House *h; uint16 harvesterStep, creditsStep; VARIABLE_NOT_USED(script); s = g_scriptCurrentStructure; if (s->o.linkedID == 0xFF) { Structure_SetState(s, STRUCTURE_STATE_IDLE); return 0; } u = Unit_Get_ByIndex(s->o.linkedID); si = &g_table_structureInfo[s->o.type]; harvesterStep = (s->o.hitpoints * 256 / si->o.hitpoints) * 3 / 256; if (u->amount < harvesterStep) harvesterStep = u->amount; if (u->amount != 0 && harvesterStep < 1) harvesterStep = 1; if (harvesterStep == 0) return 0; creditsStep = 7; if (u->o.houseID != g_playerHouseID) { creditsStep += (Tools_Random_256() % 4) - 1; } creditsStep *= harvesterStep; if (House_AreAllied(g_playerHouseID, s->o.houseID)) { g_scenario.harvestedAllied += creditsStep; if (g_scenario.harvestedAllied > 65000) g_scenario.harvestedAllied = 65000; } else { g_scenario.harvestedEnemy += creditsStep; if (g_scenario.harvestedEnemy > 65000) g_scenario.harvestedEnemy = 65000; } h = House_Get_ByIndex(s->o.houseID); h->credits += creditsStep; u->amount -= harvesterStep; if (u->amount == 0) u->o.flags.s.inTransport = false; s->o.script.delay = 6; 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--; } }
/* 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; }
/** * Makes the current unit fire a bullet (or eat its target). * * Stack: *none*. * * @param script The script engine to operate on. * @return The value 1 if the current unit fired/eat, 0 otherwise. */ uint16 Script_Unit_Fire(ScriptEngine *script) { const UnitInfo *ui; Unit *u; uint16 target; UnitType typeID; uint16 distance; bool fireTwice; uint16 damage; u = g_scriptCurrentUnit; target = u->targetAttack; if (target == 0 || !Tools_Index_IsValid(target)) return 0; if (u->o.type != UNIT_SANDWORM && target == Tools_Index_Encode(Tile_PackTile(u->o.position), IT_TILE)) u->targetAttack = 0; if (u->targetAttack != target) { Unit_SetTarget(u, target); return 0; } ui = &g_table_unitInfo[u->o.type]; if (u->o.type != UNIT_SANDWORM && u->orientation[ui->o.flags.hasTurret ? 1 : 0].speed != 0) return 0; if (Tools_Index_GetType(target) == IT_TILE && Object_GetByPackedTile(Tools_Index_GetPackedTile(target)) != NULL) Unit_SetTarget(u, target); if (u->fireDelay != 0) return 0; distance = Object_GetDistanceToEncoded(&u->o, target); if ((int16)(ui->fireDistance << 8) < (int16)distance) return 0; if (u->o.type != UNIT_SANDWORM && (Tools_Index_GetType(target) != IT_UNIT || g_table_unitInfo[Tools_Index_GetUnit(target)->o.type].movementType != MOVEMENT_WINGER)) { int16 diff = 0; int8 orientation; orientation = Tile_GetDirection(u->o.position, Tools_Index_GetTile(target)); diff = abs(u->orientation[ui->o.flags.hasTurret ? 1 : 0].current - orientation); if (ui->movementType == MOVEMENT_WINGER) diff /= 8; if (diff >= 8) return 0; } damage = ui->damage; typeID = ui->bulletType; fireTwice = ui->flags.firesTwice && u->o.hitpoints > ui->o.hitpoints / 2; if ((u->o.type == UNIT_TROOPERS || u->o.type == UNIT_TROOPER) && (int16)distance > 512) typeID = UNIT_MISSILE_TROOPER; switch (typeID) { case UNIT_SANDWORM: { Unit *u2; Unit_UpdateMap(0, u); u2 = Tools_Index_GetUnit(target); if (u2 != NULL) { u2->o.script.variables[1] = 0xFFFF; Unit_RemovePlayer(u2); Unit_HouseUnitCount_Remove(u2); Unit_Remove(u2); } Map_MakeExplosion(ui->explosionType, u->o.position, 0, 0); Voice_PlayAtTile(63, u->o.position); Unit_UpdateMap(1, u); u->amount--; script->delay = 12; if ((int8)u->amount < 1) Unit_SetAction(u, ACTION_DIE); } break; case UNIT_MISSILE_TROOPER: damage -= damage / 4; /* FALL-THROUGH */ case UNIT_MISSILE_ROCKET: case UNIT_MISSILE_TURRET: case UNIT_MISSILE_DEVIATOR: case UNIT_BULLET: case UNIT_SONIC_BLAST: { Unit *bullet; bullet = Unit_CreateBullet(u->o.position, typeID, Unit_GetHouseID(u), damage, target); if (bullet == NULL) return 0; bullet->originEncoded = Tools_Index_Encode(u->o.index, IT_UNIT); Voice_PlayAtTile(ui->bulletSound, u->o.position); Unit_Deviation_Decrease(u, 20); } break; default: break; } u->fireDelay = Tools_AdjustToGameSpeed(ui->fireDelay * 2, 1, 0xFFFF, true); if (fireTwice) { u->o.flags.s.fireTwiceFlip = !u->o.flags.s.fireTwiceFlip; if (u->o.flags.s.fireTwiceFlip) u->fireDelay = Tools_AdjustToGameSpeed(5, 1, 10, true) & 0xFF; } else { u->o.flags.s.fireTwiceFlip = false; } u->fireDelay += Tools_Random_256() & 1; Unit_UpdateMap(2, u); return 1; }
/** * 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; }
/** * Pause the animation for a few ticks. * @param animation The Animation to pause. * @param parameter How many ticks it should pause. * @note Delays are randomly delayed with [0..3] ticks. */ static void Animation_Func_Pause(Animation *animation, int16 parameter) { assert(parameter >= 0); animation->tickNext = g_timerGUI + parameter + (Tools_Random_256() % 4); }