示例#1
0
/**
 * Shake the screen.
 * @param e The Explosion.
 * @param parameter Unused parameter.
 */
static void Explosion_Func_ScreenShake(Explosion *e, uint16 parameter)
{
    int i;
#ifdef _DEBUG
    Debug("Explosion_Func_ScreenShake(%p, %d)\n", e, parameter);
#else
    VARIABLE_NOT_USED(e);
    VARIABLE_NOT_USED(parameter);
#endif

    for(i = 0; i < 2; i++) {
#if defined(_WIN32)
        msleep(30);
#else
        sleepIdle();
        sleepIdle();
#endif
        Video_SetOffset(320);
#if defined(_WIN32)
        msleep(30);
#else
        sleepIdle();
        sleepIdle();
#endif
        Video_SetOffset(0);
    }
}
示例#2
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#3
0
static bool GUI_YesNo(uint16 stringID)
{
	WindowDesc *desc = &g_yesNoWindowDesc;
	bool loop;
	bool ret = false;

	desc->stringID = stringID;

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	for (loop = true; loop; sleepIdle()) {
		uint16 key = GUI_Widget_HandleEvents(g_widgetLinkedListTail);

		if ((key & 0x8000) != 0) {
			switch (key & 0x7FFF) {
				case 0x1E: ret = true; break;
				case 0x1F: ret = false; break;
				default: break;
			}
			loop = false;
		}

		GUI_PaletteAnimate();
	}

	GUI_Window_RestoreScreen(desc);

	return ret;
}
示例#4
0
文件: mentat.c 项目: gnaghi/OpenDUNE
/**
 * Show the Mentat screen with a dialog (Proceed / Repeat).
 * @param houseID The house to show the mentat of.
 * @param stringID The string to show.
 * @param wsaFilename The WSA to show.
 * @param musicID The Music to play.
 */
static void GUI_Mentat_ShowDialog(uint8 houseID, uint16 stringID, const char *wsaFilename, uint16 musicID)
{
    Widget *w1, *w2;

    if (g_debugSkipDialogs) return;

    w1 = GUI_Widget_Allocate(1, GUI_Widget_GetShortcut(String_Get_ByIndex(STR_PROCEED)[0]), 168, 168, 379, 0);
    w2 = GUI_Widget_Allocate(2, GUI_Widget_GetShortcut(String_Get_ByIndex(STR_REPEAT)[0]), 240, 168, 381, 0);

    w1 = GUI_Widget_Link(w1, w2);

    Sound_Output_Feedback(0xFFFE);

    Driver_Voice_Play(NULL, 0xFF);

    Music_Play(musicID);

    stringID += STR_HOUSE_HARKONNENFROM_THE_DARK_WORLD_OF_GIEDI_PRIME_THE_SAVAGE_HOUSE_HARKONNEN_HAS_SPREAD_ACROSS_THE_UNIVERSE_A_CRUEL_PEOPLE_THE_HARKONNEN_ARE_RUTHLESS_TOWARDS_BOTH_FRIEND_AND_FOE_IN_THEIR_FANATICAL_PURSUIT_OF_POWER + houseID * 40;

    do {
        strncpy(g_readBuffer, String_Get_ByIndex(stringID), g_readBufferSize);
        sleepIdle();
    } while (GUI_Mentat_Show(g_readBuffer, wsaFilename, w1, true) == 0x8002);

    free(w2);
    free(w1);

    if (musicID != 0xFFFF) Driver_Music_FadeOut();
}
示例#5
0
/**
 * Handles Click event for "Game controls" button.
 *
 * @param w The widget.
 */
static void GUI_Widget_GameControls_Click(Widget *w)
{
	WindowDesc *desc = &g_gameControlWindowDesc;
	bool loop;

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	loop = true;
	while (loop) {
		Widget *w2 = g_widgetLinkedListTail;
		uint16 key = GUI_Widget_HandleEvents(w2);

		if ((key & 0x8000) != 0) {
			w = GUI_Widget_Get_ByIndex(w2, key & 0x7FFF);

			switch ((key & 0x7FFF) - 0x1E) {
				case 0:
					g_gameConfig.music ^= 0x1;
					if (g_gameConfig.music == 0) Driver_Music_Stop();
					break;

				case 1:
					g_gameConfig.sounds ^= 0x1;
					if (g_gameConfig.sounds == 0) Driver_Sound_Stop();
					break;

				case 2:
					if (++g_gameConfig.gameSpeed >= 5) g_gameConfig.gameSpeed = 0;
					break;

				case 3:
					g_gameConfig.hints ^= 0x1;
					break;

				case 4:
					g_gameConfig.autoScroll ^= 0x1;
					break;

				case 5:
					loop = false;
					break;

				default: break;
			}

			GUI_Widget_MakeNormal(w, false);

			GUI_Widget_Draw(w);
		}

		GUI_PaletteAnimate();
		sleepIdle();
	}

	GUI_Window_RestoreScreen(desc);
}
示例#6
0
void async_GUI_Mentat_ShowLoop() {
	GUI_Widget_DrawAll(asyncMentatShow.w);
	asyncMentatShow.ret = GUI_Widget_HandleEvents(asyncMentatShow.w);

	GUI_PaletteAnimate();
	GUI_Mentat_Animation(0);

	sleepIdle();
}
示例#7
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#8
0
文件: mouse.c 项目: HBTeun/OpenDUNE
/**
 * Test whether the mouse cursor is at the border or inside the given rectangle.
 * @param left Left edge.
 * @param top  Top edge.
 * @param right Right edge.
 * @param bottom Bottom edge.
 * @return Mouse is at the border or inside the rectangle.
 */
uint16 Mouse_InsideRegion(int16 left, int16 top, int16 right, int16 bottom)
{
	int16 mx, my;
	uint16 inside;

	while (g_mouseLock != 0) sleepIdle();
	g_mouseLock++;

	mx = g_mouseX;
	my = g_mouseY;

	inside = (mx < left || mx > right || my < top || my > bottom) ? 0 : 1;

	g_mouseLock--;
	return inside;
}
示例#9
0
/**
 * Handles Click event for the "Up" button in production window.
 *
 * @return True, always.
 */
bool GUI_Production_Up_Click(Widget *w)
{
	bool locdi = false;

	if (g_factoryWindowSelected != 0) {
		g_timerTimeout = 10;
		GUI_FactoryWindow_B495_0F30();
		g_factoryWindowSelected--;

		GUI_FactoryWindow_UpdateSelection(true);

		locdi = true;
	} else {
		if (g_factoryWindowBase != 0) {
			g_timerTimeout = 10;
			g_factoryWindowBase--;
			locdi = true;

			GUI_FactoryWindow_ScrollList(-1);

			GUI_FactoryWindow_UpdateSelection(true);
		} else {
			locdi = false;

			GUI_FactoryWindow_DrawDetails();

			GUI_FactoryWindow_FailScrollList(-1);
		}
	}

	do {
		GUI_FactoryWindow_UpdateSelection(false);
		sleepIdle();
	} while (g_timerTimeout != 0);

	if (locdi) GUI_FactoryWindow_DrawDetails();

	GUI_Widget_MakeNormal(w, false);

	return true;
}
示例#10
0
/**
 * Handles Click event for the "Down" button in production window.
 *
 * @return True, always.
 */
bool GUI_Production_Down_Click(Widget *w)
{
	bool locdi = false;

	if (g_factoryWindowSelected < 3 && (g_factoryWindowSelected + 1) < g_factoryWindowTotal) {
		g_timerTimeout = 10;
		GUI_FactoryWindow_B495_0F30();
		g_factoryWindowSelected++;

		GUI_FactoryWindow_UpdateSelection(true);

		locdi = true;
	} else {
		if (g_factoryWindowBase + 4 < g_factoryWindowTotal) {
			g_timerTimeout = 10;
			g_factoryWindowBase++;
			locdi = true;

			GUI_FactoryWindow_ScrollList(1);

			GUI_FactoryWindow_UpdateSelection(true);
		} else {
			locdi = false;

			GUI_FactoryWindow_DrawDetails();

			GUI_FactoryWindow_FailScrollList(1);
		}
	}

	for (; g_timerTimeout != 0; sleepIdle()) {
		GUI_FactoryWindow_UpdateSelection(false);
	}

	if (locdi) GUI_FactoryWindow_DrawDetails();

	GUI_Widget_MakeNormal(w, false);

	return true;
}
示例#11
0
文件: mentat.c 项目: gnaghi/OpenDUNE
static void GUI_Mentat_HelpListLoop(void)
{
    uint16 key;

    for (key = 0; key != 0x8001; sleepIdle()) {
        Widget *w = g_widgetMentatTail;

        GUI_Mentat_Animation(0);

        key = GUI_Widget_HandleEvents(w);

        if ((key & 0x800) != 0) key = 0;

        if (key == 0x8001) break;

        key &= 0x80FF;

        s_selectMentatHelp = true;

        switch (key) {
        case 0x0053:
        case 0x0060: /* NUMPAD 8 / ARROW UP */
        case 0x0453:
        case 0x0460:
            if (s_selectedHelpSubject != 0) {
                GUI_Mentat_List_Click(GUI_Widget_Get_ByIndex(w, s_selectedHelpSubject + 2));
                break;
            }

            GUI_Widget_Scrollbar_ArrowUp_Click(g_widgetMentatScrollbar);
            break;

        case 0x0054:
        case 0x0062: /* NUMPAD 2 / ARROW DOWN */
        case 0x0454:
        case 0x0462:
            if (s_selectedHelpSubject < 10) {
                GUI_Mentat_List_Click(GUI_Widget_Get_ByIndex(w, s_selectedHelpSubject + 4));
                break;
            }

            GUI_Widget_Scrollbar_ArrowDown_Click(g_widgetMentatScrollbar);
            break;

        case 0x0055:
        case 0x0065: /* NUMPAD 9 / PAGE UP */
        case 0x0455:
        case 0x0465: {
            uint8 i;
            for (i = 0; i < 11; i++) GUI_Widget_Scrollbar_ArrowUp_Click(g_widgetMentatScrollbar);
        }
        break;

        case 0x0056:
        case 0x0067: /* NUMPAD 3 / PAGE DOWN */
        case 0x0456:
        case 0x0467: {
            uint8 i;
            for (i = 0; i < 11; i++) GUI_Widget_Scrollbar_ArrowDown_Click(g_widgetMentatScrollbar);
        }
        break;

        case 0x0041: /* MOUSE LEFT BUTTON */
            break;

        case 0x002B: /* NUMPAD 5 / RETURN */
        case 0x003D: /* SPACE */
        case 0x042B:
        case 0x043D:
            GUI_Mentat_List_Click(GUI_Widget_Get_ByIndex(w, s_selectedHelpSubject + 3));
            break;

        default:
            break;
        }

        s_selectMentatHelp = false;
    }
}
示例#12
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#13
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();
}
示例#14
0
/**
 * Handles Click event for "Save Game" or "Load Game" button.
 *
 * @param save Wether to save or load.
 * @return True if a game has been saved or loaded, False otherwise.
 */
bool GUI_Widget_SaveLoad_Click(bool save)
{
	WindowDesc *desc = &g_saveLoadWindowDesc;
	bool loop;

	s_savegameCountOnDisk = GetSavegameCount();

	s_savegameIndexBase = max(0, s_savegameCountOnDisk - (save ? 0 : 1));

	FillSavegameDesc(save);

	desc->stringID = save ? STR_SELECT_A_POSITION_TO_SAVE_TO : STR_SELECT_A_SAVED_GAME_TO_LOAD;

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	UpdateArrows(save, true);

	for (loop = true; loop; sleepIdle()) {
		Widget *w = g_widgetLinkedListTail;
		uint16 key = GUI_Widget_HandleEvents(w);

		UpdateArrows(save, false);

		if ((key & 0x8000) != 0) {
			Widget *w2;

			key &= 0x7FFF;
			w2 = GUI_Widget_Get_ByIndex(w, key);

			switch (key) {
				case 0x25:
					s_savegameIndexBase = min(s_savegameCountOnDisk - (save ? 0 : 1), s_savegameIndexBase + 1);

					FillSavegameDesc(save);

					GUI_Widget_DrawAll(w);
					break;

				case 0x26:
					s_savegameIndexBase = max(0, s_savegameIndexBase - 1);

					FillSavegameDesc(save);

					GUI_Widget_DrawAll(w);
					break;

				case 0x23:
					loop = false;
					break;

				default: {
					GUI_Window_RestoreScreen(desc);

					key -= 0x1E;

					if (!save) {
						LoadFile(GenerateSavegameFilename(s_savegameIndexBase - key));
						return true;
					}

					if (GUI_Widget_Savegame_Click(key)) return true;

					GUI_Window_BackupScreen(desc);

					UpdateArrows(save, true);

					GUI_Window_Create(desc);

					UpdateArrows(save, true);
				} break;
			}

			GUI_Widget_MakeNormal(w2, false);
		}

		GUI_PaletteAnimate();
	}

	GUI_Window_RestoreScreen(desc);

	return false;
}
示例#15
0
/**
 * Handles Click event for savegame button.
 *
 * @param key The index of the clicked button.
 * @return True if a game has been saved, False otherwise.
 */
static bool GUI_Widget_Savegame_Click(uint16 key)
{
	WindowDesc *desc = &g_savegameNameWindowDesc;
	bool loop;
	char *saveDesc = g_savegameDesc[key];
	uint16 loc08;
	uint16 loc0A;
	bool ret;

	if (*saveDesc == '[') *saveDesc = 0;

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	ret = false;
	loc08 = 1;

	if (*saveDesc == '[') key = s_savegameCountOnDisk;

	GFX_Screen_SetActive(SCREEN_0);

	Widget_SetCurrentWidget(15);

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

	for (loop = true; loop; sleepIdle()) {
		Widget *w = g_widgetLinkedListTail;

		GUI_DrawText_Wrapper(NULL, 0, 0, 232, 235, 0x22);

		loc0A = GUI_EditBox(saveDesc, 50, 15, g_widgetLinkedListTail, NULL, loc08);
		loc08 = 2;

		if ((loc0A & 0x8000) == 0) continue;

		GUI_Widget_MakeNormal(GUI_Widget_Get_ByIndex(w, loc0A & 0x7FFF), false);

		switch (loc0A & 0x7FFF) {
			case 0x1E:
				if (*saveDesc == 0) break;

				SaveFile(GenerateSavegameFilename(s_savegameIndexBase - key), saveDesc);
				loop = false;
				ret = true;
				break;

			case 0x1F:
				loop = false;
				ret = false;
				FillSavegameDesc(true);
				break;

			default: break;
		}
	}

	GUI_Window_RestoreScreen(desc);

	return ret;
}
示例#16
0
void async_GUI_Mentat_Loop() {
	uint16 key;

	GFX_Screen_SetActive(0);

	key = GUI_Widget_HandleEvents(asyncMentatLoop.w);

	GUI_PaletteAnimate();

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

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

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

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

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

		case 2:
			GUI_Mouse_Hide_InRegion(0, 0, SCREEN_WIDTH, 40);
			GUI_Screen_Copy(0, 0, 0, 160, SCREEN_WIDTH / 8, 40, 0, 4);
			GUI_Mouse_Show_InRegion();

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

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

			if ((key != 0 && asyncMentatLoop.textDone) || asyncMentatLoop.result != 0) {
				GUI_Mouse_Hide_InRegion(0, 0, SCREEN_WIDTH, 40);
				GUI_Screen_Copy(0, 160, 0, 0, SCREEN_WIDTH / 8, 40, 4, 0);
				GUI_Mouse_Show_InRegion();

				asyncMentatLoop.step = 4;
				asyncMentatLoop.mentatSpeakingMode = 0;
				break;
			}

			if (key != 0) {
				GUI_Screen_Copy(0, 160, 0, 0, SCREEN_WIDTH / 8, 40, 4, 4);

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

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

					GFX_Screen_SetActive(0);
				}

				GUI_Mouse_Hide_InRegion(0, 0, SCREEN_WIDTH, 40);
				GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, 40, 4, 0);
				GUI_Mouse_Show_InRegion();
				break;
			}

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

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

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

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

		default: break;
	}

	GUI_Mentat_Animation(asyncMentatLoop.mentatSpeakingMode);

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

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

			if (!WSA_DisplayFrame(asyncMentatLoop.wsa, asyncMentatLoop.frame++, g_curWidgetXBase << 3, g_curWidgetYBase, 4)) {
				if (asyncMentatLoop.step == 0) asyncMentatLoop.step = 1;

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

	if (!asyncMentatLoop.dirty) {
		sleepIdle();
		return;
	}

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

	GUI_DrawSprite(4, 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, 4, 0);
	GUI_Mouse_Show_InWidget();
	asyncMentatLoop.dirty = false;

	sleepIdle();
}
示例#17
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();
	}
}
示例#18
0
static void GUI_Purchase_ShowInvoice(void)
{
	Widget *w = g_widgetInvoiceTail;
	Screen oldScreenID;
	uint16 y = 48;
	uint16 total = 0;
	uint16 x;
	char textBuffer[12];

	oldScreenID = GFX_Screen_SetActive(SCREEN_1);

	GUI_DrawFilledRectangle(128, 48, 311, 159, 20);

	GUI_DrawText_Wrapper(String_Get_ByIndex(STR_ITEM_NAME_QTY_TOTAL), 128, y, 12, 0, 0x11);

	y += 7;

	GUI_DrawLine(129, y, 310, y, 12);

	y += 2;

	if (g_factoryWindowOrdered != 0) {
		uint16 i;

		for (i = 0; i < g_factoryWindowTotal; i++) {
			ObjectInfo *oi;
			uint16 amount;

			if (g_factoryWindowItems[i].amount == 0) continue;

			amount = g_factoryWindowItems[i].amount * g_factoryWindowItems[i].credits;
			total += amount;

			snprintf(textBuffer, sizeof(textBuffer), "%02d %5d", g_factoryWindowItems[i].amount, amount);

			oi = g_factoryWindowItems[i].objectInfo;
			GUI_DrawText_Wrapper(String_Get_ByIndex(oi->stringID_full), 128, y, 8, 0, 0x11);

			GUI_DrawText_Monospace(textBuffer, 311 - strlen(textBuffer) * 6, y, 15, 0, 6);

			y += 8;
		}
	} else {
		GUI_DrawText_Wrapper(String_Get_ByIndex(STR_NO_UNITS_ON_ORDER), 220, 99, 6, 0, 0x112);
	}

	GUI_DrawLine(129, 148, 310, 148, 12);
	GUI_DrawLine(129, 150, 310, 150, 12);

	snprintf(textBuffer, sizeof(textBuffer), "%d", total);

	x = 311 - strlen(textBuffer) * 6;

	/* "Total Cost :" */
	GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(STR_TOTAL_COST_), x - 3, 152, 11, 0, 0x211);
	GUI_DrawText_Monospace(textBuffer, x, 152, 11, 0, 6);

	GUI_Mouse_Hide_Safe();
	GUI_Screen_Copy(16, 48, 16, 48, 23, 112, SCREEN_1, SCREEN_0);
	GUI_Mouse_Show_Safe();

	GFX_Screen_SetActive(SCREEN_0);

	GUI_FactoryWindow_DrawCaption(String_Get_ByIndex(STR_INVOICE_OF_UNITS_ON_ORDER));

	Input_History_Clear();

	for (; GUI_Widget_HandleEvents(w) == 0; sleepIdle()) {
		GUI_DrawCredits(g_playerHouseID, 0);

		GUI_FactoryWindow_UpdateSelection(false);

		GUI_PaletteAnimate();
	}

	GFX_Screen_SetActive(oldScreenID);

	w = GUI_Widget_Get_ByIndex(w, 10);

	if (w != NULL && Mouse_InsideRegion(w->offsetX, w->offsetY, w->offsetX + w->width, w->offsetY + w->height) != 0) {
		while (Input_Test(0x41) != 0 || Input_Test(0x42) != 0) sleepIdle();
		Input_History_Clear();
	}

	if (g_factoryWindowResult == FACTORY_CONTINUE) GUI_FactoryWindow_DrawDetails();
}
示例#19
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, false);

		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);
			}
			sleepIdle();
		}

		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#20
0
文件: editbox.c 项目: 166MMX/OpenDUNE
/**
 * Show an EditBox and handles the input.
 * @param text The text to edit. Uses the pointer to make the modifications.
 * @param maxLength The maximum length of the text.
 * @param unknown1 Unknown.
 * @param w The widget this editbox is attached to.
 * @param tickProc The function to call every tick, for animation etc.
 * @param unknown4 Unknown.
 * @return Unknown.
 */
uint16 GUI_EditBox(char *text, uint16 maxLength, uint16 unknown1, Widget *w, uint16 (*tickProc)(void), uint16 unknown4)
{
	Screen oldScreenID;
	uint16 oldValue_07AE_0000;
	uint16 positionX;
	uint16 maxWidth;
	uint16 textWidth;
	uint16 textLength;
	uint16 returnValue;
	char *t;

	/* Initialize */
	{
		Input_Flags_SetBits(INPUT_FLAG_NO_TRANSLATE);
		Input_Flags_ClearBits(INPUT_FLAG_UNKNOWN_2000);

		oldScreenID = GFX_Screen_SetActive(SCREEN_0);

		oldValue_07AE_0000 = Widget_SetCurrentWidget(unknown1);

		returnValue = 0x0;
	}

	positionX = g_curWidgetXBase << 3;

	textWidth = 0;
	textLength = 0;
	maxWidth = (g_curWidgetWidth << 3) - Font_GetCharWidth('W') - 1;
	t = text;

	/* Calculate the length and width of the current string */
	for (; *t != '\0'; t++) {
		textWidth += Font_GetCharWidth(*t);
		textLength++;

		if (textWidth >= maxWidth) break;
	}
	*t = '\0';

	if ((unknown4 & 0x1) != 0) {
		unknown4 |= 0x4;
	}

	GUI_Mouse_Hide_Safe();

	if ((unknown4 & 0x4) != 0) Widget_PaintCurrentWidget();

	GUI_DrawText_Wrapper(text, positionX, g_curWidgetYBase, g_curWidgetFGColourBlink, g_curWidgetFGColourNormal, 0);

	GUI_EditBox_BlinkCursor(positionX + textWidth, false);

	GUI_Mouse_Show_Safe();

	for (;; sleepIdle()) {
		uint16 keyWidth;
		uint16 key;

		if (tickProc != NULL) {
			returnValue = tickProc();
			if (returnValue != 0) break;
		}

		key = GUI_Widget_HandleEvents(w);

		GUI_EditBox_BlinkCursor(positionX + textWidth, false);

		if (key == 0x0) continue;

		if ((key & 0x8000) != 0) {
			returnValue = key;
			break;
		}
		if (key == 0x2B) {
			returnValue = 0x2B;
			break;
		}
		if (key == 0x6E) {
			*t = '\0';
			returnValue = 0x6B;
			break;
		}

		/* Handle backspace */
		if (key == 0x0F) {
			if (textLength == 0) continue;

			GUI_EditBox_BlinkCursor(positionX + textWidth, true);

			textWidth -= Font_GetCharWidth(*(t - 1));
			textLength--;
			*(--t) = '\0';

			GUI_EditBox_BlinkCursor(positionX + textWidth, false);
			continue;
		}

		key = Input_Keyboard_HandleKeys(key) & 0xFF;

		/* Names can't start with a space, and should be alpha-numeric */
		if ((key == 0x20 && textLength == 0) || key < 0x20 || key > 0x7E) continue;

		keyWidth = Font_GetCharWidth(key & 0xFF);

		if (textWidth + keyWidth >= maxWidth || textLength >= maxLength) continue;

		/* Add char to the text */
		*t = key & 0xFF;
		*(++t) = '\0';
		textLength++;

		GUI_Mouse_Hide_Safe();

		GUI_EditBox_BlinkCursor(positionX + textWidth, true);

		/* Draw new character */
		GUI_DrawText_Wrapper(text + textLength - 1, positionX + textWidth, g_curWidgetYBase, g_curWidgetFGColourBlink, g_curWidgetFGColourNormal, 0x020);

		GUI_Mouse_Show_Safe();

		textWidth += keyWidth;

		GUI_EditBox_BlinkCursor(positionX + textWidth, false);
	}

	/* Deinitialize */
	{
		Input_Flags_ClearBits(INPUT_FLAG_NO_TRANSLATE);
		Input_Flags_SetBits(INPUT_FLAG_UNKNOWN_2000);

		Widget_SetCurrentWidget(oldValue_07AE_0000);

		GFX_Screen_SetActive(oldScreenID);
	}

	return returnValue;
}
示例#21
0
文件: sound.c 项目: OpenDUNE/OpenDUNE
/**
 * Load voices.
 * voiceSet 0xFFFE is for Game Intro.
 * voiceSet 0xFFFF is for Game End.
 * @param voiceSet Voice set to load : either a HouseID, or special values 0xFFFE or 0xFFFF.
 */
void Voice_LoadVoices(uint16 voiceSet)
{
	static uint16 currentVoiceSet = 0xFFFE;
	int prefixChar = ' ';
	uint16 voice;

	if (g_enableVoices == 0) return;

	for (voice = 0; voice < NUM_VOICES; voice++) {
		switch (g_table_voices[voice].string[0]) {
			case '%':
				if (g_config.language != LANGUAGE_ENGLISH || currentVoiceSet == voiceSet) {
					if (voiceSet != 0xFFFF && voiceSet != 0xFFFE) break;
				}

				free(g_voiceData[voice]);
				g_voiceData[voice] = NULL;
				break;

			case '+':
				if (voiceSet != 0xFFFF && voiceSet != 0xFFFE) break;

				free(g_voiceData[voice]);
				g_voiceData[voice] = NULL;
				break;

			case '-':
				if (voiceSet == 0xFFFF) break;

				free(g_voiceData[voice]);
				g_voiceData[voice] = NULL;
				break;

			case '/':
				if (voiceSet != 0xFFFE) break;

				free(g_voiceData[voice]);
				g_voiceData[voice] = NULL;
				break;

			case '?':
				if (voiceSet == 0xFFFF) break;

				/* No free() as there was never a malloc(). */
				g_voiceData[voice] = NULL;
				break;

			default:
				break;
		}
	}

	if (currentVoiceSet == voiceSet) return;

	for (voice = 0; voice < NUM_VOICES; voice++) {
		char filename[16];
		const char *str = g_table_voices[voice].string;
		sleepIdle();	/* let a chance to update screen, etc. */
		switch (*str) {
			case '%':
				if (g_voiceData[voice] != NULL ||
						currentVoiceSet == voiceSet || voiceSet == 0xFFFF || voiceSet == 0xFFFE) break;

				switch (g_config.language) {
					case LANGUAGE_FRENCH: prefixChar = 'F'; break;
					case LANGUAGE_GERMAN: prefixChar = 'G'; break;
					default: prefixChar = g_table_houseInfo[voiceSet].prefixChar;
				}
				snprintf(filename, sizeof(filename), str, prefixChar);

				g_voiceData[voice] = Sound_LoadVoc(filename, &g_voiceDataSize[voice]);
				break;

			case '+':
				if (voiceSet == 0xFFFF || g_voiceData[voice] != NULL) break;

				switch (g_config.language) {
					case LANGUAGE_FRENCH:  prefixChar = 'F'; break;
					case LANGUAGE_GERMAN:  prefixChar = 'G'; break;
					default: prefixChar = 'Z'; break;
				}
				snprintf(filename, sizeof(filename), str + 1, prefixChar);

				/* XXX - In the 1.07us datafiles, a few files are named differently:
				 *
				 *  moveout.voc
				 *  overout.voc
				 *  report1.voc
				 *  report2.voc
				 *  report3.voc
				 *
				 * They come without letter in front of them. To make things a bit
				 *  easier, just check if the file exists, then remove the first
				 *  letter and see if it works then.
				 */
				if (!File_Exists(filename)) {
					memmove(filename, filename + 1, strlen(filename));
				}

				g_voiceData[voice] = Sound_LoadVoc(filename, &g_voiceDataSize[voice]);
				break;

			case '-':
				if (voiceSet != 0xFFFF || g_voiceData[voice] != NULL) break;

				g_voiceData[voice] = Sound_LoadVoc(str + 1, &g_voiceDataSize[voice]);
				break;

			case '/':
				if (voiceSet != 0xFFFE) break;

				g_voiceData[voice] = Sound_LoadVoc(str + 1, &g_voiceDataSize[voice]);
				break;

			case '?':
				break;

			default:
				if (g_voiceData[voice] != NULL) break;

				g_voiceData[voice] = Sound_LoadVoc(str, &g_voiceDataSize[voice]);
				break;
		}
	}
	currentVoiceSet = voiceSet;
}
示例#22
0
void async_GUI_Mentat_ShowDialogLoop() {
	strncpy(g_readBuffer, String_Get_ByIndex(asyncMentatShowDialog.stringID), g_readBufferSize);
	sleepIdle();
}
示例#23
0
static void GameCredits_Play(char *data, uint16 windowID, Screen memory, Screen screenID, uint16 delay)
{
	uint16 loc02;
	uint16 stringCount = 0;
	uint32 loc0C;
	uint16 spriteID = 514;
	bool loc10 = false;
	uint16 spriteX;
	uint16 spriteY;
	uint16 spritePos = 0;
	struct {
		uint16 x;
		int16 y;
		char *text;
		uint8  separator;
		uint8  charHeight;
		uint8  type;
	} strings[33];
	struct {
		uint16 x;
		uint16 y;
	} positions[6];
	uint16 stage = 4;
	uint16 counter = 60;

	Widget_SetCurrentWidget(windowID);

	spriteX = (g_curWidgetWidth << 3) - Sprite_GetWidth(g_sprites[spriteID]);
	spriteY = g_curWidgetHeight - Sprite_GetHeight(g_sprites[spriteID]);

	positions[0].x = spriteX;
	positions[0].y = 0;
	positions[1].x = 0;
	positions[1].y = spriteY / 2;
	positions[2].x = spriteX;
	positions[2].y = spriteY;
	positions[3].x = 0;
	positions[3].y = 0;
	positions[4].x = spriteX;
	positions[4].y = spriteY / 2;
	positions[5].x = 0;
	positions[5].y = spriteY;

	GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_0, memory);
	GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, memory, screenID);

	GameCredits_SwapScreen(g_curWidgetYBase, g_curWidgetHeight, memory, s_buffer_182E);

	GFX_Screen_SetActive(SCREEN_0);
	loc0C = g_timerSleep;

	Input_History_Clear();

	while (true) {
		while (loc0C > g_timerSleep) sleepIdle();

		loc0C = g_timerSleep + delay;

		while ((g_curWidgetHeight / 6) + 2 > stringCount && *data != 0) {
			char *text = data;
			uint16 y;

			if (stringCount != 0) {
				y = strings[stringCount - 1].y;
				if (strings[stringCount - 1].separator != 5) y += strings[stringCount - 1].charHeight + strings[stringCount - 1].charHeight / 8;
			} else {
				y = g_curWidgetHeight;
			}

			text = data;

			data = strpbrk(data, "\x05\r");
			if (data == NULL) data = strchr(text, '\0');

			strings[stringCount].separator = *data;
			*data = '\0';
			if (strings[stringCount].separator != 0) data++;
			strings[stringCount].type = 0;

			if (*text == 3 || *text == 4) strings[stringCount].type = *text++;

			if (*text == 1) {
				text++;
				Font_Select(g_fontNew6p);
			} else if (*text == 2) {
				text++;
				Font_Select(g_fontNew8p);
			}

			strings[stringCount].charHeight = g_fontCurrent->height;

			switch (strings[stringCount].type) {
				case 3:
					strings[stringCount].x = 157 - Font_GetStringWidth(text);
					break;

				case 4:
					strings[stringCount].x = 161;
					break;

				default:
					strings[stringCount].x = 1 + (SCREEN_WIDTH - Font_GetStringWidth(text)) / 2;
					break;
			}

			strings[stringCount].y = y;
			strings[stringCount].text = text;

			stringCount++;
		}

		switch (stage) {
			case 0:
				GUI_ClearScreen(memory);

				if (spriteID == 514) GUI_ClearScreen(screenID);

				stage++;
				counter = 2;
				break;

			case 1: case 4:
				if (counter-- == 0) {
					counter = 0;
					stage++;
				}
				break;

			case 2:
				if (spriteID == 525) spriteID = 514;

				GUI_DrawSprite(memory, g_sprites[spriteID], positions[spritePos].x, positions[spritePos].y, windowID, 0x4000);

				counter = 8;
				stage++;
				spriteID++;
				if (++spritePos > 5) spritePos = 0;;
				break;

			case 3:
				if (counter < 8) GFX_SetPalette(g_palette1 + 256 * 3 * counter);

				if (counter-- == 0) {
					stage++;
					counter = 20;
				}
				break;

			case 5:
				if (counter > 0) GFX_SetPalette(g_palette1 + 256 * 3 * counter);

				if (counter++ >= 8) stage = 0;
				break;

			default: break;
		}

		GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, memory, screenID);

		for (loc02 = 0; loc02 < stringCount; loc02++) {
			if ((int16)strings[loc02].y < g_curWidgetHeight) {
				GFX_Screen_SetActive(screenID);

				Font_Select(g_fontNew8p);

				if (strings[loc02].charHeight != g_fontCurrent->height) Font_Select(g_fontNew6p);

				GUI_DrawText(strings[loc02].text, strings[loc02].x, strings[loc02].y + g_curWidgetYBase, 255, 0);

				GFX_Screen_SetActive(SCREEN_0);
			}

			strings[loc02].y--;
		}

		GameCredits_SwapScreen(g_curWidgetYBase, g_curWidgetHeight, screenID, s_buffer_182E);

		if ((int16)strings[0].y < -10) {
			strings[0].text += strlen(strings[0].text);
			*strings[0].text = strings[0].separator;
			stringCount--;
			memcpy(&strings[0], &strings[1], stringCount * sizeof(*strings));
		}

		if ((g_curWidgetHeight / 6 + 2) > stringCount) {
			if (strings[stringCount - 1].y + strings[stringCount - 1].charHeight < g_curWidgetYBase + g_curWidgetHeight) loc10 = true;
		}

		if (loc10 && stage == 0) break;

		if (Input_Keyboard_NextKey() != 0) break;
	}

	GUI_SetPaletteAnimated(g_palette2, 120);

	GUI_ClearScreen(SCREEN_0);
	GUI_ClearScreen(memory);
	GUI_ClearScreen(screenID);
}
示例#24
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#25
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#26
0
/**
 * Handles Click event for "Options" button.
 *
 * @param w The widget.
 * @return False, always.
 */
bool GUI_Widget_Options_Click(Widget *w)
{
	WindowDesc *desc = &g_optionsWindowDesc;
	uint16 cursor = g_cursorSpriteID;
	bool loop;

	g_cursorSpriteID = 0;

	Sprites_SetMouseSprite(0, 0, g_sprites[0]);

	Sprites_UnloadTiles();

	memmove(g_palette_998A, g_paletteActive, 256 * 3);

	Driver_Voice_Play(NULL, 0xFF);

	Timer_SetTimer(TIMER_GAME, false);

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

	ShadeScreen();

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	for (loop = true; loop; sleepIdle()) {
		Widget *w2 = g_widgetLinkedListTail;
		uint16 key = GUI_Widget_HandleEvents(w2);

		if ((key & 0x8000) != 0) {
			w = GUI_Widget_Get_ByIndex(w2, key);

			GUI_Window_RestoreScreen(desc);

			switch ((key & 0x7FFF) - 0x1E) {
				case 0:
					if (GUI_Widget_SaveLoad_Click(false)) loop = false;
					break;

				case 1:
					if (GUI_Widget_SaveLoad_Click(true)) loop = false;
					break;

				case 2:
					GUI_Widget_GameControls_Click(w);
					break;

				case 3:
					/* "Are you sure you wish to restart?" */
					if (!GUI_YesNo(0x76)) break;

					loop = false;
					g_gameMode = GM_RESTART;
					break;

				case 4:
					/* "Are you sure you wish to pick a new house?" */
					if (!GUI_YesNo(0x77)) break;

					loop = false;
					Driver_Music_FadeOut();
					g_gameMode = GM_PICKHOUSE;
					break;

				case 5:
					loop = false;
					break;

				case 6:
					/* "Are you sure you want to quit playing?" */
					loop = !GUI_YesNo(0x65);
					g_running = loop;

					Sound_Output_Feedback(0xFFFE);

					while (Driver_Voice_IsPlaying()) sleepIdle();
					break;

				default: break;
			}

			if (g_running && loop) {
				GUI_Window_BackupScreen(desc);

				GUI_Window_Create(desc);
			}
		}

		GUI_PaletteAnimate();
	}

	g_textDisplayNeedsUpdate = true;

	Sprites_LoadTiles();
	GUI_DrawInterfaceAndRadar(SCREEN_0);

	UnshadeScreen();

	GUI_Widget_MakeSelected(w, false);

	Timer_SetTimer(TIMER_GAME, true);

	GameOptions_Save();

	Structure_Recount();
	Unit_Recount();

	g_cursorSpriteID = cursor;

	Sprites_SetMouseSprite(0, 0, g_sprites[cursor]);

	return false;
}
示例#27
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);
}
示例#28
0
/**
 * Handles Click event for savegame button.
 *
 * @param index The index of the clicked button.
 * @return True if a game has been saved, False otherwise.
 */
static bool GUI_Widget_Savegame_Click(uint16 index)
{
	WindowDesc *desc = &g_savegameNameWindowDesc;
	bool loop;
	char *saveDesc = g_savegameDesc[index];
	bool widgetPaint;
	bool ret;

	if (*saveDesc == '[') *saveDesc = 0;

	GUI_Window_BackupScreen(desc);

	GUI_Window_Create(desc);

	ret = false;
	widgetPaint = true;

	if (*saveDesc == '[') index = s_savegameCountOnDisk;

	GFX_Screen_SetActive(SCREEN_0);

	Widget_SetCurrentWidget(15);

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

	for (loop = true; loop; sleepIdle()) {
		uint16 eventKey;
		Widget *w = g_widgetLinkedListTail;

		GUI_DrawText_Wrapper(NULL, 0, 0, 232, 235, 0x22);

		eventKey = GUI_EditBox(saveDesc, 50, 15, g_widgetLinkedListTail, NULL, widgetPaint);
		widgetPaint = false;

		if ((eventKey & 0x8000) == 0) continue;

		GUI_Widget_MakeNormal(GUI_Widget_Get_ByIndex(w, eventKey & 0x7FFF), false);

		switch (eventKey & 0x7FFF) {
			case 0x1E:	/* RETURN / Save Button */
				if (*saveDesc == 0) break;

				SaveGame_SaveFile(GenerateSavegameFilename(s_savegameIndexBase - index), saveDesc);
				loop = false;
				ret = true;
				break;

			case 0x1F:	/* ESCAPE / Cancel Button */
				loop = false;
				ret = false;
				FillSavegameDesc(true);
				break;

			default: break;
		}
	}

	GUI_Window_RestoreScreen(desc);

	return ret;
}