示例#1
0
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);
}
示例#2
0
文件: mentat.c 项目: gnaghi/OpenDUNE
/**
 * 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);
}
示例#3
0
文件: house.c 项目: damajor/play-dune
/**
 * 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;
}
示例#4
0
文件: mentat.c 项目: gnaghi/OpenDUNE
/**
 * 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;
}
示例#5
0
void async_GUI_Mentat_LoopOpen() {
	asyncMentatLoop.dirty = false;
	asyncMentatLoop.textTick = 0;
	asyncMentatLoop.textDelay = 0;

	asyncMentatLoop.old07AE = Widget_SetCurrentWidget(8);
	asyncMentatLoop.oldScreenID = GFX_Screen_SetActive(4);

	asyncMentatLoop.wsa = NULL;

	if (asyncMentatLoop.wsaFilename != NULL) {
		asyncMentatLoop.wsa = WSA_LoadFile(asyncMentatLoop.wsaFilename, GFX_Screen_Get_ByIndex(3), GFX_Screen_GetSize_ByIndex(3), false);
	}

	asyncMentatLoop.step = 0;
	if (asyncMentatLoop.wsa == NULL) {
		Widget_PaintCurrentWidget();
		asyncMentatLoop.step = 1;
	}

	GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x31);

	asyncMentatLoop.descLines = GUI_SplitText(asyncMentatLoop.pictureDetails, (g_curWidgetWidth << 3) + 10, '\0');

	GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x32);

	asyncMentatLoop.textLines = GUI_Mentat_SplitText(asyncMentatLoop.text, 304);

	asyncMentatLoop.mentatSpeakingMode = 2;
	asyncMentatLoop.lines = 0;
	asyncMentatLoop.frame = 0;
	g_timerTimeout = 0;
	asyncMentatLoop.descTick = g_timerGUI + 30;

	Input_History_Clear();

	asyncMentatLoop.textDone = false;
	asyncMentatLoop.done = false;
	asyncMentatLoop.result = 0;
}
示例#6
0
文件: mentat.c 项目: gnaghi/OpenDUNE
uint16 GUI_Mentat_Loop(const char *wsaFilename, char *pictureDetails, char *text, bool arg12, Widget *w)
{
    Screen oldScreenID;
    uint16 old07AE;
    void *wsa;
    uint16 descLines;
    bool dirty;
    bool done;
    bool textDone;
    uint16 frame;
    uint32 descTick;
    uint16 mentatSpeakingMode;
    uint16 result;
    uint32 textTick;
    uint32 textDelay;
    uint16 lines;
    uint16 textLines;
    uint16 step;

    dirty = false;
    textTick = 0;
    textDelay = 0;

    old07AE = Widget_SetCurrentWidget(8);
    oldScreenID = GFX_Screen_SetActive(SCREEN_2);

    wsa = NULL;

    if (wsaFilename != NULL) {
        wsa = WSA_LoadFile(wsaFilename, GFX_Screen_Get_ByIndex(SCREEN_1), GFX_Screen_GetSize_ByIndex(SCREEN_1), false);
    }

    step = 0;
    if (wsa == NULL) {
        Widget_PaintCurrentWidget();
        step = 1;
    }

    GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x31);

    descLines = GUI_SplitText(pictureDetails, (g_curWidgetWidth << 3) + 10, '\0');

    GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x32);

    textLines = GUI_Mentat_SplitText(text, 304);

    mentatSpeakingMode = 2;
    lines = 0;
    frame = 0;
    g_timerTimeout = 0;
    descTick = g_timerGUI + 30;

    Input_History_Clear();

    textDone = false;
    result = 0;
    for (done = false; !done; sleepIdle()) {
        uint16 key;

        GFX_Screen_SetActive(SCREEN_0);

        key = GUI_Widget_HandleEvents(w);

        GUI_PaletteAnimate();

        if (key != 0) {
            if ((key & 0x800) == 0) {
                if (w != NULL) {
                    if ((key & 0x8000) != 0 && result == 0) result = key;
                } else {
                    if (textDone) result = key;
                }
            } else {
                key = 0;
            }
        }

        switch (step) {
        case 0:
            if (key == 0) break;
            step = 1;
        /* FALL-THROUGH */

        case 1:
            if (key != 0) {
                if (result != 0) {
                    step = 5;
                    break;
                }
                lines = descLines;
                dirty = true;
            } else {
                if (g_timerGUI > descTick) {
                    descTick = g_timerGUI + 15;
                    lines++;
                    dirty = true;
                }
            }

            if (lines < descLines && lines <= 12) break;

            step = (text != NULL) ? 2 : 4;
            lines = descLines;
            break;

        case 2:
            GUI_Mouse_Hide_InRegion(0, 0, SCREEN_WIDTH, 40);
            GUI_Screen_Copy(0, 0, 0, 160, SCREEN_WIDTH / 8, 40, SCREEN_0, SCREEN_2);
            GUI_Mouse_Show_InRegion();

            step = 3;
            key = 1;
        /* FALL-THROUGH */

        case 3:
            if (mentatSpeakingMode == 2 && textTick < g_timerGUI) key = 1;

            if ((key != 0 && textDone) || result != 0) {
                GUI_Mouse_Hide_InRegion(0, 0, SCREEN_WIDTH, 40);
                GUI_Screen_Copy(0, 160, 0, 0, SCREEN_WIDTH / 8, 40, SCREEN_2, SCREEN_0);
                GUI_Mouse_Show_InRegion();

                step = 4;
                mentatSpeakingMode = 0;
                break;
            }

            if (key != 0) {
                GUI_Screen_Copy(0, 160, 0, 0, SCREEN_WIDTH / 8, 40, SCREEN_2, SCREEN_2);

                if (textLines-- != 0) {
                    GFX_Screen_SetActive(SCREEN_2);
                    GUI_DrawText_Wrapper(text, 4, 1, g_curWidgetFGColourBlink, 0, 0x32);
                    mentatSpeakingMode = 1;
                    textDelay = (uint32)strlen(text) * 4;
                    textTick = g_timerGUI + textDelay;

                    if (textLines != 0) {
                        while (*text++ != '\0') {}
                    } else {
                        textDone = true;
                    }

                    GFX_Screen_SetActive(SCREEN_0);
                }

                GUI_Mouse_Hide_InRegion(0, 0, SCREEN_WIDTH, 40);
                GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, 40, SCREEN_2, SCREEN_0);
                GUI_Mouse_Show_InRegion();
                break;
            }

            if (mentatSpeakingMode == 0 || textTick > g_timerGUI) break;

            mentatSpeakingMode = 2;
            textTick += textDelay + textDelay / 2;
            break;

        case 4:
            if (result != 0 || w == NULL) step = 5;
            break;

        case 5:
            dirty = true;
            done = true;
            break;

        default:
            break;
        }

        GUI_Mentat_Animation(mentatSpeakingMode);

        if (wsa != NULL && g_timerTimeout == 0) {
            g_timerTimeout = 7;

            do {
                if (step == 0 && frame > 4) step = 1;

                if (!WSA_DisplayFrame(wsa, frame++, g_curWidgetXBase << 3, g_curWidgetYBase, SCREEN_2)) {
                    if (step == 0) step = 1;

                    if (arg12 != 0) {
                        frame = 0;
                    } else {
                        WSA_Unload(wsa);
                        wsa = NULL;
                    }
                }
            } while (frame == 0);
            dirty = true;
        }

        if (!dirty) continue;

        GUI_Mentat_DrawInfo(pictureDetails, (g_curWidgetXBase << 3) + 5, g_curWidgetYBase + 3, 8, 0, lines, 0x31);

        GUI_DrawSprite(SCREEN_2, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0);
        GUI_Mouse_Hide_InWidget(g_curWidgetIndex);
        GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_2, SCREEN_0);
        GUI_Mouse_Show_InWidget();
        dirty = false;
    }

    if (wsa != NULL) WSA_Unload(wsa);

    GFX_Screen_SetActive(SCREEN_2);
    GUI_DrawSprite(SCREEN_2, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0);
    GUI_Mouse_Hide_InWidget(g_curWidgetIndex);
    GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_2, SCREEN_0);
    GUI_Mouse_Show_InWidget();
    Widget_SetCurrentWidget(old07AE);
    GFX_Screen_SetActive(oldScreenID);

    Input_History_Clear();

    return result;
}
示例#7
0
/**
 * Ask the security question to the user. Give him 3 times. If he fails,
 *  return false, otherwise true.
 * @return True if and only if the user answered one of the three questions
 *   correct.
 */
bool GUI_Security_Show(void)
{
	const char *wsaHouseFilename;
	uint16 questionsCount;
	uint16 oldCurrentWidget;
	Screen oldScreenID;
	uint16 i;
	bool valid;

	g_disableOtherMovement = true;
	g_interrogation = true;

	wsaHouseFilename = House_GetWSAHouseFilename(g_playerHouseID);
	if (wsaHouseFilename == NULL) return true;

	GUI_SetPaletteAnimated(g_palette2, 15);

	GUI_Mentat_Display(wsaHouseFilename, g_playerHouseID);

	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);

	strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_TEXT_HARKONNEN + g_playerHouseID * 3), g_readBufferSize);
	GUI_Mentat_Loop(wsaHouseFilename, NULL, g_readBuffer, true, NULL);

	questionsCount = atoi(String_Get_ByIndex(STR_SECURITY_COUNT));

	oldCurrentWidget = Widget_SetCurrentWidget(8);

	oldScreenID = GFX_Screen_SetActive(SCREEN_2);

	for (i = 0, valid = false; i < 3 && !valid; i++) {
		void *wsa;
		uint16 questionIndex;
		uint32 tickWaitTill;
		char buffer[81];

		questionIndex = Tools_RandomLCG_Range(0, questionsCount - 1) * 3 + STR_SECURITY_QUESTIONS;

		Widget_SetCurrentWidget(8);

		wsa = WSA_LoadFile(String_Get_ByIndex(questionIndex + 1), GFX_Screen_Get_ByIndex(SCREEN_1), GFX_Screen_GetSize_ByIndex(SCREEN_1), false);
		WSA_DisplayFrame(wsa, 0, g_curWidgetXBase << 3, g_curWidgetYBase, SCREEN_2);
		WSA_Unload(wsa);

		GUI_DrawSprite(SCREEN_2, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0);

		GUI_Mouse_Hide_InWidget(g_curWidgetIndex);
		GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_2, SCREEN_0);
		GUI_Mouse_Show_InWidget();

		strncpy(g_readBuffer, String_Get_ByIndex(questionIndex), g_readBufferSize);
		GUI_Security_DrawText(g_readBuffer);

		g_interrogationTimer = g_timerGUI + (uint32)strlen(g_readBuffer) * 4;

		Widget_SetCurrentWidget(9);

		GUI_Mouse_Hide_Safe();
		GUI_Screen_Copy(g_curWidgetXBase - 1, g_curWidgetYBase - 8, 0, 0, g_curWidgetWidth + 2, g_curWidgetHeight + 16, SCREEN_0, SCREEN_2);
		GUI_Mouse_Show_Safe();

		GFX_Screen_SetActive(SCREEN_0);

		GUI_Mouse_Hide_Safe();
		GUI_DrawBorder((g_curWidgetXBase << 3) - 6, g_curWidgetYBase - 6, (g_curWidgetWidth << 3) + 12, g_curWidgetHeight + 12, 1, true);
		GUI_DrawBorder((g_curWidgetXBase << 3) - 2, g_curWidgetYBase - 2, (g_curWidgetWidth << 3) + 4, g_curWidgetHeight + 4, 2, false);
		GUI_Mouse_Show_Safe();

		Input_History_Clear();

		buffer[0] = 0;

		GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22);

		GUI_EditBox(buffer, sizeof(buffer) - 1, 9, NULL, &GUI_Mentat_Tick, 0);

		GUI_Security_UndrawText();

		GUI_Mouse_Hide_Safe();
		GUI_Screen_Copy(0, 0, g_curWidgetXBase - 1, g_curWidgetYBase - 8, g_curWidgetWidth + 2, g_curWidgetHeight + 16, SCREEN_2, SCREEN_0);
		GUI_Mouse_Show_Safe();

		GUI_Security_NormaliseText(buffer);

		strncpy(g_readBuffer, String_Get_ByIndex(questionIndex + 2), g_readBufferSize);
		GUI_Security_NormaliseText(g_readBuffer);

		if (strcasecmp(g_readBuffer, buffer) != 0) {
			strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_WRONG_HARKONNEN + g_playerHouseID * 3), g_readBufferSize);
		} else {
			strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_CORRECT_HARKONNEN + g_playerHouseID * 3), g_readBufferSize);

			valid = true;
		}

		GUI_Security_DrawText(g_readBuffer);

		tickWaitTill = g_timerGUI + (uint32)strlen(g_readBuffer) * 4;

		Input_History_Clear();

		/* ENHANCEMENT -- In Dune2, the + 120 is on the other side, causing the 'You are wrong! / Well done.' screen to appear very short (close to invisible, so to say) */
		while (g_timerGUI + (g_dune2_enhanced ? 0 : 120) < tickWaitTill + (g_dune2_enhanced ? 120 : 0)) {
			if (Input_Keyboard_NextKey() != 0) break;

			if (g_timerGUI < tickWaitTill) {
				GUI_Mentat_Animation(1);
			} else {
				GUI_Mentat_Animation(0);
			}
		}

		GUI_Security_UndrawText();
	}

	Widget_SetCurrentWidget(oldCurrentWidget);

	GFX_Screen_SetActive(oldScreenID);

	Input_History_Clear();

	Load_Palette_Mercenaries();

	g_disableOtherMovement = false;
	g_interrogation = false;

	return valid;
}
示例#8
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);
}
示例#9
0
static void GameLoop_PlayAnimation(const HouseAnimation_Animation *animation)
{
	uint8 animationMode = 0;

	while (animation->duration != 0) {
		uint16 frameCount;
		uint16 posX = 0;
		uint16 posY = 0;
		uint32 timeout = g_timerGUI + animation->duration * 6;
		uint32 timeout2 = timeout + 30;	/* timeout + 0.5 s */
		uint32 timeLeftForFrame;
		uint32 timeLeft;
		uint16 mode = animation->flags & 0x3;
		uint16 addFrameCount;	/* additional frame count */
		uint16 frame;
		void *wsa;

		if ((animation->flags & 0x20) == 0) {
			posX = 8;
			posY = 24;
		}

		s_var_8068 = 0;

		if (mode == 0) {
			wsa = NULL;
			frame = 0;
		} else {
			char filenameBuffer[16];
			uint32 wsaSize;
			bool wsaReservedDisplayFrame;

			if (mode == 3) {
				frame = animation->frameCount;
				wsaReservedDisplayFrame = true;
			} else {
				frame = 0;
				wsaReservedDisplayFrame = ((animation->flags & 0x40) != 0) ? true : false;
			}

			if ((animation->flags & 0x480) != 0) {
				GUI_ClearScreen(SCREEN_1);

				wsa = GFX_Screen_Get_ByIndex(SCREEN_2);

				wsaSize = GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3);
				wsaReservedDisplayFrame = false;
			} else {
				wsa = GFX_Screen_Get_ByIndex(SCREEN_1);

				wsaSize = GFX_Screen_GetSize_ByIndex(SCREEN_1) + GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3);
			}

			snprintf(filenameBuffer, sizeof(filenameBuffer), "%s.WSA", animation->string);
			wsa = WSA_LoadFile(filenameBuffer, wsa, wsaSize, wsaReservedDisplayFrame);
		}

		addFrameCount = 0;
		if ((animation->flags & 0x8) != 0) {
			timeout -= 45;
			addFrameCount++;
		} else if ((animation->flags & 0x10) != 0) {
			timeout -= 15;
			addFrameCount++;
		}

		if ((animation->flags & 0x4) != 0) {
			GameLoop_PlaySubtitle(animationMode);
			WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0);
			GameLoop_PalettePart_Update(true);

			memcpy(&g_palette1[215 * 3], s_palettePartCurrent, 18);

			GUI_SetPaletteAnimated(g_palette1, 45);

			addFrameCount++;
		} else {
			if ((animation->flags & 0x480) != 0) {
				GameLoop_PlaySubtitle(animationMode);
				WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_1);
				addFrameCount++;

				if ((animation->flags & 0x480) == 0x80) {
					GUI_Screen_FadeIn2(8, 24, 304, 120, SCREEN_1, SCREEN_0, 1, false);
				} else if ((animation->flags & 0x480) == 0x400) {
					GUI_Screen_FadeIn(1, 24, 1, 24, 38, 120, SCREEN_1, SCREEN_0);
				}
			}
		}

		timeLeft = timeout - g_timerGUI;
		timeLeftForFrame = 0;
		frameCount = 1;

		switch (mode) {
			case 0:
				frameCount = animation->frameCount - addFrameCount;
				timeLeftForFrame = timeLeft / frameCount;
				break;

			case 1:
				frameCount = WSA_GetFrameCount(wsa);
				timeLeftForFrame = timeLeft / animation->frameCount;
				break;

			case 2:
				frameCount = WSA_GetFrameCount(wsa) - addFrameCount;
				timeLeftForFrame = timeLeft / frameCount;
				timeout -= timeLeftForFrame;
				break;

			case 3:
				frame = animation->frameCount;
				frameCount = 1;
				timeLeftForFrame = timeLeft / 20;
				break;

			default:
				PrepareEnd();
				Error("Bad mode in animation #%i.\n", animationMode);
				exit(0);
		}

		while (timeout > g_timerGUI) {
			g_timerTimeout = timeLeftForFrame;

			GameLoop_PlaySubtitle(animationMode);
			WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0);

			if (mode == 1 && frame == frameCount) {
				frame = 0;
			} else {
				if (mode == 3) frame--;
			}

			if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) {
				WSA_Unload(wsa);
				return;
			}

			do {
				GameLoop_PalettePart_Update(false);
				sleepIdle();
			} while (g_timerTimeout != 0 && timeout > g_timerGUI);
		}

		if (mode == 2) {
			bool displayed;
			do {
				GameLoop_PlaySubtitle(animationMode);
				displayed = WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0);
			} while (displayed);
		}

		if ((animation->flags & 0x10) != 0) {
			memset(&g_palette_998A[3 * 1], 63, 255 * 3);

			memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18);

			GUI_SetPaletteAnimated(g_palette_998A, 15);

			memcpy(g_palette_998A, g_palette1, 256 * 3);
		}

		if ((animation->flags & 0x8) != 0) {
			GameLoop_PalettePart_Update(true);

			memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18);

			GUI_SetPaletteAnimated(g_palette_998A, 45);
		}

		WSA_Unload(wsa);

		animationMode++;
		animation++;

		while (timeout2 > g_timerGUI) sleepIdle();
	}
}
示例#10
0
static void GameLoop_PlayAnimation(void)
{
	const HouseAnimation_Animation *animation;
	uint8 animationMode = 0;

	animation = s_houseAnimation_animation;

	while (animation->duration != 0) {
		uint16 loc04;
		uint16 posX = 0;
		uint16 posY = 0;
		uint32 loc10 = g_timerGUI + animation->duration * 6;
		uint32 loc14 = loc10 + 30;
		uint32 loc18;
		uint32 loc1C;
		uint16 mode = animation->flags & 0x3;
		bool loc20;
		uint32 loc24;
		uint16 locdi;
		uint16 frame;
		void *wsa;

		if ((animation->flags & 0x20) == 0) {
			posX = 8;
			posY = 24;
		}

		s_var_8068 = 0;

		if (mode == 0) {
			wsa = NULL;
			frame = 0;
		} else {
			char filenameBuffer[16];

			if (mode == 3) {
				frame = animation->frameCount;
				loc20 = true;
			} else {
				frame = 0;
				loc20 = ((animation->flags & 0x40) != 0) ? true : false;
			}

			if ((animation->flags & 0x480) != 0) {
				GUI_ClearScreen(SCREEN_1);

				wsa = GFX_Screen_Get_ByIndex(SCREEN_2);

				loc24 = GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3);
				loc20 = false;
			} else {
				wsa = GFX_Screen_Get_ByIndex(SCREEN_1);

				loc24 = GFX_Screen_GetSize_ByIndex(SCREEN_1) + GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3);
			}

			snprintf(filenameBuffer, sizeof(filenameBuffer), "%s.WSA", animation->string);
			wsa = WSA_LoadFile(filenameBuffer, wsa, loc24, loc20);
		}

		locdi = 0;
		if ((animation->flags & 0x8) != 0) {
			loc10 -= 45;
			locdi++;
		} else {
			if ((animation->flags & 0x10) != 0) {
				loc10 -= 15;
				locdi++;
			}
		}

		if ((animation->flags & 0x4) != 0) {
			GameLoop_PlaySubtitle(animationMode);
			WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0);
			GameLoop_PalettePart_Update(true);

			memcpy(&g_palette1[215 * 3], s_palettePartCurrent, 18);

			GUI_SetPaletteAnimated(g_palette1, 45);

			locdi++;
		} else {
			if ((animation->flags & 0x480) != 0) {
				GameLoop_PlaySubtitle(animationMode);
				WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_1);
				locdi++;

				if ((animation->flags & 0x480) == 0x80) {
					GUI_Screen_FadeIn2(8, 24, 304, 120, SCREEN_1, SCREEN_0, 1, false);
				} else if ((animation->flags & 0x480) == 0x400) {
					GUI_Screen_FadeIn(1, 24, 1, 24, 38, 120, SCREEN_1, SCREEN_0);
				}
			}
		}

		loc1C = loc10 - g_timerGUI;
		loc18 = 0;
		loc04 = 1;

		switch (mode) {
			case 0:
				loc04 = animation->frameCount - locdi;
				loc18 = loc1C / loc04;
				break;

			case 1:
				loc04 = WSA_GetFrameCount(wsa);
				loc18 = loc1C / animation->frameCount;
				break;

			case 2:
				loc04 = WSA_GetFrameCount(wsa) - locdi;
				loc18 = loc1C / loc04;
				loc10 -= loc18;
				break;

			case 3:
				frame = animation->frameCount;
				loc04 = 1;
				loc18 = loc1C / 20;
				break;

			default:
				PrepareEnd();
				Error("Bad mode in animation #%i.\n", animationMode);
				exit(0);
		}

		while (loc10 > g_timerGUI) {
			g_timerTimeout = loc18;

			GameLoop_PlaySubtitle(animationMode);
			WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0);

			if (mode == 1 && frame == loc04) {
				frame = 0;
			} else {
				if (mode == 3) frame--;
			}

			if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) {
				WSA_Unload(wsa);
				return;
			}

			do {
				GameLoop_PalettePart_Update(false);
				sleepIdle();
			} while (g_timerTimeout != 0 && loc10 > g_timerGUI);
		}

		if (mode == 2) {
			bool displayed;
			do {
				GameLoop_PlaySubtitle(animationMode);
				displayed = WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0);
			} while (displayed);
		}

		if ((animation->flags & 0x10) != 0) {
			memset(&g_palette_998A[3 * 1], 63, 255 * 3);

			memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18);

			GUI_SetPaletteAnimated(g_palette_998A, 15);

			memcpy(g_palette_998A, g_palette1, 256 * 3);
		}

		if ((animation->flags & 0x8) != 0) {
			GameLoop_PalettePart_Update(true);

			memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18);

			GUI_SetPaletteAnimated(g_palette_998A, 45);
		}

		WSA_Unload(wsa);

		animationMode++;
		animation++;

		while (loc14 > g_timerGUI) sleepIdle();
	}
}