starfighter/src/cutscene.cpp

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2016-01-05 02:17:06 +01:00
/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2012, 2015, 2016 onpon4 <onpon4@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
typedef struct Message_ {
int face;
char message[255];
} Message;
static Message messages[MAX_EVENTS];
void cutscene_init(int scene)
{
screen_clear(black);
renderer_update();
screen_clear(black);
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
engine.ssx = -0.5;
engine.ssy = 0;
engine.smx = 0;
engine.smy = 0;
screen_flushBuffer();
gfx_free();
resetLists();
loadGameGraphics();
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
// 0 is the dualfighter, but there doesn't seem to be any
// particular reason for choosing this alien def.
aliens[i] = alien_defs[0];
aliens[i].face = 0;
aliens[i].active = false;
}
for (int i = 0 ; i < MAX_EVENTS ; i++)
{
strcpy(messages[i].message, "");
messages[i].face = -1;
}
switch (scene)
{
case 0:
loadBackground("gfx/spirit.jpg");
engine.ssx = -3;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
aliens[0].x = screen->w * 3 / 5;
aliens[0].y = screen->h / 2;
aliens[0].dx = 3.1;
aliens[0].active = true;
for (int i = 1 ; i < 7 ; i++)
{
aliens[i].image[0] = gfx_shipSprites[SS_DUALFIGHTER];
aliens[i].x = RANDRANGE(0, screen->w / 8);
aliens[i].y = RANDRANGE(50, screen->h - 50);
aliens[i].dx = 3;
aliens[i].active = true;
}
messages[0].face = -1;
strcpy(messages[0].message, "While escaping with his newly acquired Firefly, Chris Bainfield is intercepted by a WEAPCO patrol...");
messages[1].face = FS_CHRIS;
strcpy(messages[1].message, "These things just won't give up, will they?");
messages[2].face = FS_CHRIS;
strcpy(messages[2].message, "What a dilemma! I'm not all that familiar with this ship's controls, but I can't let this patrol reach my rendezvous point...");
messages[3].face = FS_CHRIS;
strcpy(messages[3].message, "I guess I'll have to fight them, then. Let's see what this ship can do!");
break;
case 1:
loadBackground("gfx/sol.jpg");
engine.ssx = -0.5;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_KLINE];
aliens[0].x = screen->w / 2;
aliens[0].y = screen->h / 2;
aliens[0].dx = 0.5;
aliens[0].active = true;
for (int i = 1 ; i < 15 ; i++)
{
aliens[i].image[0] = gfx_shipSprites[SS_DUALFIGHTER];
aliens[i].x = RANDRANGE(0, screen->w);
aliens[i].y = RANDRANGE(50, screen->h - 50);
aliens[i].dx = RANDRANGE(1, 3);
aliens[i].active = true;
}
messages[0].face = -1;
strcpy(messages[0].message, "A few hours later, in the Sol system, news has already spread of Chris Bainfield's heroic actions. The commander of WEAPCO's navy considers his options.");
messages[1].face = FS_KLINE;
strcpy(messages[1].message, "The Emperor will not be pleased. Spirit is now a free star system thanks to that interfering rebel pilot.");
messages[2].face = FS_KLINE;
strcpy(messages[2].message, "It was reported that he was able to take down one of our most powerful frigates in under 3 minutes!");
messages[3].face = FS_KLINE;
strcpy(messages[3].message, "Talent like that does not appear every day. He would be a perfect candidate for our new AI training program!");
messages[4].face = FS_KLINE;
strcpy(messages[4].message, "What a pity I must kill him...");
break;
case 2:
loadBackground("gfx/spirit.jpg");
engine.ssx = -1.4;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
aliens[0].x = screen->w / 4;
aliens[0].y = screen->h / 2;
aliens[0].dx = 1.5;
aliens[0].active = true;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w / 4 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 1.5;
aliens[1].active = true;
messages[0].face = FS_SID;
strcpy(messages[0].message, "We're nearly ready to make the jump to Eyananth.");
messages[1].face = FS_CHRIS;
strcpy(messages[1].message, "Aren't there a lot of WEAPCO slaves in this system?");
messages[2].face = FS_SID;
strcpy(messages[2].message, "Yes. It's got one of the highest mortality rates in the galaxy.");
messages[3].face = FS_CHRIS;
strcpy(messages[3].message, "You think we can use that to our advantage?");
messages[4].face = FS_SID;
strcpy(messages[4].message, "I think so. I'll come up with a plan of action.");
break;
case 3:
loadBackground("gfx/eyananth.jpg");
engine.ssx = -0.5;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
aliens[0].x = screen->w * 3 / 8;
aliens[0].y = screen->h / 2;
aliens[0].dx = 0.5;
aliens[0].active = true;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w * 3 / 8 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 0.5;
aliens[1].active = true;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w * 3 / 8 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 0.5;
aliens[2].active = true;
messages[0].face = FS_PHOEBE;
strcpy(messages[0].message, "Nice head gear! You shop at the same place as me, huh?");
messages[1].face = FS_CHRIS;
strcpy(messages[1].message, "More importantly, what were you doing out there? You're lucky I was around!");
messages[2].face = FS_PHOEBE;
strcpy(messages[2].message, "I'm looking for my sister. She vanished about a week ago.");
messages[3].face = FS_PHOEBE;
strcpy(messages[3].message, "Hey! Wait a moment! You're that rebel from Spirit! I think you're so cool! Can I come with you?");
messages[4].face = FS_CHRIS;
strcpy(messages[4].message, "Extra firepower? I wouldn't mind one bit! What do you think, Sid?");
messages[5].face = FS_SID;
strcpy(messages[5].message, "I agree. I'm also interested in studying her homing missile launcher; it could come in handy.");
messages[6].face = FS_CHRIS;
strcpy(messages[6].message, "In that case, welcome aboard!");
break;
case 4:
loadBackground("gfx/eyananth.jpg");
engine.ssx = -1.4;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
aliens[0].x = screen->w / 4;
aliens[0].y = screen->h / 2;
aliens[0].dx = 1.5;
aliens[0].active = true;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w / 4 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 1.5;
aliens[1].active = true;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w / 4 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 1.5;
aliens[2].active = true;
messages[0].face = FS_SID;
strcpy(messages[0].message, "What happened back there, Chris? The video feed was jammed.");
messages[1].face = FS_CHRIS;
strcpy(messages[1].message, "We took down the WEAPCO mining vessel and then I was jumped by a man claiming to be Kline Kethlan.");
messages[2].face = FS_SID;
strcpy(messages[2].message, "I've heard of him. He's the Commander of WEAPCO's naval forces. One of the best pilots they ever had.");
messages[3].face = FS_CHRIS;
strcpy(messages[3].message, "He did put up one hell of a fight! He didn't stick around for long, though.");
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messages[4].face = FS_CHRIS;
strcpy(messages[4].message, "Anyway, what's the scoop on Mordor, Sid?");
messages[5].face = FS_SID;
strcpy(messages[5].message, "I've learned from the scientist we captured that WEAPCO is testing a new fighter craft there.");
messages[6].face = FS_CHRIS;
strcpy(messages[6].message, "We should probably destroy that craft, then. We might be able to thwart its development somewhat.");
messages[7].face = FS_SID;
strcpy(messages[7].message, "Agreed.");
messages[8].face = FS_PHOEBE;
strcpy(messages[8].message, "I wonder if my sister will be here...");
break;
case 5:
loadBackground("gfx/mordor.jpg");
engine.ssx = -0.5;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
aliens[0].x = screen->w * 3 / 8;
aliens[0].y = screen->h / 2;
aliens[0].dx = 0.5;
aliens[0].active = true;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w * 3 / 8 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 0.5;
aliens[1].active = true;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w * 3 / 8 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 0.5;
aliens[2].active = true;
messages[0].face = FS_PHOEBE;
strcpy(messages[0].message, "Will she be okay?");
messages[1].face = FS_SID;
strcpy(messages[1].message, "I've had a look at the implants and they should be easy to remove. She'll just have a headache for a while.");
messages[2].face = FS_CHRIS;
strcpy(messages[2].message, "Will she be able to tell us anything useful?");
messages[3].face = FS_SID;
strcpy(messages[3].message, "We'll have to wait for her memory to come back. She might not be able to remember anything she did while the implants were in.");
messages[4].face = FS_SID;
strcpy(messages[4].message, "She'll still be able to pilot a ship though.");
break;
case 6:
loadBackground("gfx/mordor.jpg");
engine.ssx = -1.4;
engine.ssy = 0;
aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
aliens[0].x = screen->w / 4;
aliens[0].y = screen->h / 2;
aliens[0].dx = 1.5;
aliens[0].active = true;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w / 4 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 1.5;
aliens[1].active = true;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w / 4 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 1.5;
aliens[2].active = true;
aliens[3].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[3].x = screen->w / 4 - 90;
aliens[3].y = screen->h / 2;
aliens[3].dx = 1.5;
aliens[3].active = true;
messages[0].face = FS_CHRIS;
strcpy(messages[0].message, "Sorry folks, we just lost our bargaining chip.");
messages[1].face = FS_SID;
strcpy(messages[1].message, "Don't worry about it. It's not what I hoped for, but it should still make it easier to defeat WEAPCO.");
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messages[2].face = FS_URSULA;
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strcpy(messages[2].message, "Sol is going to be difficult. I've heard they have a lot of heavy defenses on the outer planets.");
messages[3].face = FS_SID;
strcpy(messages[3].message, "We'll have to start there, then.");
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messages[4].face = FS_SID;
strcpy(messages[4].message, "The forces here will be unlike anything we've met so far. Just be careful, everyone.");
break;
}
/*
Because we can fiddle with the images, we need to set the engines to
the correct places on the craft. Otherwise it will look wrong
*/
for (int i = 0 ; i < 15 ; i++)
{
aliens[i].engineX = aliens[i].image[0]->w;
aliens[i].engineY = (aliens[i].image[0]->h / 2);
}
bool showMessage = false;
int currentMessage = -1;
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int timer = 60 * 4;
screen_drawBackground();
SDL_Surface *face;
flushInput();
while (true)
{
renderer_update();
screen_unBuffer();
getPlayerInput();
game_doStars();
game_doExplosions();
for (int i = 0 ; i < 15 ; i++)
{
if (aliens[i].active)
{
explosion_addEngine(&aliens[i]);
if (scene == 0 && i > 0 && (timer % 15) == i) {
aliens[i].dx += (drand48() - 0.5) * 0.1;
aliens[i].dy += (drand48() - 0.5) * 0.1;
if (aliens[i].x > 500 - timer)
aliens[i].dx -= 0.2;
if (aliens[i].x < 0)
aliens[i].dx += 0.2;
}
aliens[i].x += aliens[i].dx;
aliens[i].y += aliens[i].dy;
aliens[i].x += engine.ssx + engine.smx;
screen_blit(aliens[i].image[0], (int)aliens[i].x, (int)aliens[i].y);
if (aliens[i].x > (screen->w + 50))
{
aliens[i].x = -50;
aliens[i].y = rand() % (screen->h - 40);
}
if (aliens[i].y < -50)
aliens[i].y = (screen->h + 50);
if (aliens[i].y > (screen->h + 50))
aliens[i].y = -50;
}
}
timer--;
if (timer == 0)
{
showMessage = !showMessage;
timer = 120;
if (showMessage)
{
timer = 60 * 7;
currentMessage++;
if (currentMessage == 10)
break;
if (strcmp(messages[currentMessage].message, "") == 0)
break;
face = NULL;
if (messages[currentMessage].face != -1)
face = gfx_faceSprites[messages[currentMessage].face];
gfx_createMessageBox(face, messages[currentMessage].message, 0);
}
}
if ((showMessage) && (gfx_messageBox != NULL))
screen_blit(gfx_messageBox, (screen->w - gfx_messageBox->w) / 2, screen->h - 100);
screen_renderString("Press [Escape] to skip", -1, 580, FONT_WHITE);
game_delayFrame();
if ((engine.keyState[KEY_ESCAPE]) || (engine.keyState[KEY_FIRE]) ||
(engine.keyState[KEY_ALTFIRE]))
break;
}
screen_flushBuffer();
gfx_free();
screen_clear(black);
renderer_update();
}