/** * 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; }
/** * 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; }
/** * Unknown function 0543. * * Stack: 1 - A distance. * * @param script The script engine to operate on. * @return The number of moving units. */ uint16 Script_Team_Unknown0543(ScriptEngine *script) { Team *t; uint16 count = 0; uint16 distance; PoolFindStruct find; t = g_scriptCurrentTeam; distance = STACK_PEEK(1); find.houseID = t->houseID; find.index = 0xFFFF; find.type = 0xFFFF; while (true) { Unit *u; tile32 tile; uint16 distanceUnitDest; uint16 distanceUnitTeam; uint16 distanceTeamDest; u = Unit_Find(&find); if (u == NULL) break; if (t->index != u->team - 1) continue; tile = Tools_Index_GetTile(u->targetMove); distanceUnitTeam = Tile_GetDistanceRoundedUp(u->o.position, t->position); if (u->targetMove != 0) { distanceUnitDest = Tile_GetDistanceRoundedUp(u->o.position, tile); distanceTeamDest = Tile_GetDistanceRoundedUp(t->position, tile); } else { distanceUnitDest = 64; distanceTeamDest = 64; } if ((distanceUnitDest < distanceTeamDest && (distance + 2) < distanceUnitTeam) || (distanceUnitDest >= distanceTeamDest && distanceUnitTeam > distance)) { Unit_SetAction(u, ACTION_MOVE); tile = Tile_MoveByRandom(t->position, distance << 4, true); Unit_SetDestination(u, Tools_Index_Encode(Tile_PackTile(tile), IT_TILE)); count++; continue; } Unit_SetAction(u, ACTION_GUARD); } return count; }
/** * Sets the action for the current unit to default. * * Stack: *none*. * * @param script The script engine to operate on. * @return The value 0. Always. */ uint16 Script_Unit_SetActionDefault(ScriptEngine *script) { Unit *u; VARIABLE_NOT_USED(script); u = g_scriptCurrentUnit; Unit_SetAction(u, g_table_unitInfo[u->o.type].o.actionsPlayer[3]); return 0; }
/** * Sets the action for the current unit. * * Stack: 1 - The action. * * @param script The script engine to operate on. * @return The value 0. Always. */ uint16 Script_Unit_SetAction(ScriptEngine *script) { Unit *u; ActionType action; u = g_scriptCurrentUnit; action = STACK_PEEK(1); if (u->o.houseID == g_playerHouseID && action == ACTION_HARVEST && u->nextActionID != ACTION_INVALID) return 0; Unit_SetAction(u, action); return 0; }
/** * 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; }
/** * Makes the current unit to go to the closest structure of the given type. * * Stack: 1 - The type of the structure. * * @param script The script engine to operate on. * @return The value 1 if and only if a structure has been found. */ uint16 Script_Unit_GoToClosestStructure(ScriptEngine *script) { Unit *u; Structure *s = NULL; PoolFindStruct find; uint16 distanceMin =0; u = g_scriptCurrentUnit; find.houseID = Unit_GetHouseID(u); find.index = 0xFFFF; find.type = STACK_PEEK(1); while (true) { Structure *s2; uint16 distance; s2 = Structure_Find(&find); if (s2 == NULL) break; if (s2->state != STRUCTURE_STATE_IDLE) continue; if (s2->o.linkedID != 0xFF) continue; if (s2->o.script.variables[4] != 0) continue; distance = Tile_GetDistanceRoundedUp(s2->o.position, u->o.position); if (distance >= distanceMin && distanceMin != 0) continue; distanceMin = distance; s = s2; } if (s == NULL) return 0; Unit_SetAction(u, ACTION_MOVE); Unit_SetDestination(u, Tools_Index_Encode(s->o.index, IT_STRUCTURE)); return 1; }
static void Scenario_Load_Unit(const char *key, char *settings) { uint8 houseType, unitType, actionType; int8 orientation; uint16 hitpoints; tile32 position; Unit *u; char *split; VARIABLE_NOT_USED(key); /* The value should have 6 values separated by a ',' */ split = strchr(settings, ','); if (split == NULL) return; *split = '\0'; /* First value is the House type */ houseType = House_StringToType(settings); if (houseType == HOUSE_INVALID) return; /* Find the next value in the ',' separated list */ settings = split + 1; split = strchr(settings, ','); if (split == NULL) return; *split = '\0'; /* Second value is the Unit type */ unitType = Unit_StringToType(settings); if (unitType == UNIT_INVALID) return; /* Find the next value in the ',' separated list */ settings = split + 1; split = strchr(settings, ','); if (split == NULL) return; *split = '\0'; /* Third value is the Hitpoints in percent (in base 256) */ hitpoints = atoi(settings); /* Find the next value in the ',' separated list */ settings = split + 1; split = strchr(settings, ','); if (split == NULL) return; *split = '\0'; /* Fourth value is the position on the map */ position = Tile_UnpackTile(atoi(settings)); /* Find the next value in the ',' separated list */ settings = split + 1; split = strchr(settings, ','); if (split == NULL) return; *split = '\0'; /* Fifth value is orientation */ orientation = (int8)((uint8)atoi(settings)); /* Sixth value is the current state of the unit */ settings = split + 1; actionType = Unit_ActionStringToType(settings); if (actionType == ACTION_INVALID) return; u = Unit_Allocate(UNIT_INDEX_INVALID, unitType, houseType); if (u == NULL) return; u->o.flags.s.byScenario = true; u->o.hitpoints = hitpoints * g_table_unitInfo[unitType].o.hitpoints / 256; u->o.position = position; u->orientation[0].current = orientation; u->actionID = actionType; u->nextActionID = ACTION_INVALID; /* In case the above function failed and we are passed campaign 2, don't add the unit */ if (!Map_IsValidPosition(Tile_PackTile(u->o.position)) && g_campaignID > 2) { Unit_Free(u); return; } /* XXX -- There is no way this is ever possible, as the beingBuilt flag is unset by Unit_Allocate() */ if (!u->o.flags.s.isNotOnMap) Unit_SetAction(u, u->actionID); u->o.seenByHouses = 0x00; Unit_HouseUnitCount_Add(u, u->o.houseID); Unit_SetOrientation(u, u->orientation[0].current, true, 0); Unit_SetOrientation(u, u->orientation[0].current, true, 1); Unit_SetSpeed(u, 0); }
/** * Handles Click event for unit commands button. * * @param w The widget. * @return True, always. */ bool GUI_Widget_TextButton_Click(Widget *w) { const UnitInfo *ui; const ActionInfo *ai; const uint16 *actions; ActionType action; Unit *u; uint16 *found; ActionType unitAction; u = g_unitSelected; ui = &g_table_unitInfo[u->o.type]; actions = ui->o.actionsPlayer; if (Unit_GetHouseID(u) != g_playerHouseID && u->o.type != UNIT_HARVESTER) { actions = g_table_actionsAI; } action = actions[w->index - 8]; unitAction = u->nextActionID; if (unitAction == ACTION_INVALID) { unitAction = u->actionID; } if (u->deviated != 0) { Unit_Deviation_Decrease(u, 5); if (u->deviated == 0) { GUI_Widget_MakeNormal(w, false); return true; } } GUI_Widget_MakeSelected(w, false); ai = &g_table_actionInfo[action]; if (ai->selectionType != g_selectionType) { g_unitActive = g_unitSelected; g_activeAction = action; GUI_ChangeSelectionType(ai->selectionType); return true; } Object_Script_Variable4_Clear(&u->o); u->targetAttack = 0; u->targetMove = 0; u->route[0] = 0xFF; Unit_SetAction(u, action); if (ui->movementType == MOVEMENT_FOOT) Sound_StartSound(ai->soundID); if (unitAction == action) return true; found = memchr(actions, unitAction, 4); if (found == NULL) return true; GUI_Widget_MakeNormal(GUI_Widget_Get_ByIndex(g_widgetLinkedListHead, found - actions + 8), false); return true; }
/** * 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; }