Moved cutscenes to C.

This commit is contained in:
onpon4 2016-01-04 20:17:06 -05:00
parent 0da184f424
commit 5acc9f37f3
19 changed files with 484 additions and 470 deletions

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@ -1,7 +1,7 @@
CXXFLAGS ?= -O2 -Wall -g
CXXFLAGS += `pkg-config --cflags sdl2 SDL2_image SDL2_mixer`
LIBS = `pkg-config --libs sdl2 SDL2_image SDL2_mixer`
OBJS = alien.o audio.o bullet.o cargo.o collectable.o colors.o engine.o event.o explosion.o game.o gfx.o intermission.o loadSave.o messages.o misc.o missions.o player.o renderer.o resources.o screen.o script.o ship.o shop.o Starfighter.o title.o weapons.o window.o
OBJS = alien.o audio.o bullet.o cargo.o collectable.o colors.o cutscene.o engine.o event.o explosion.o game.o gfx.o intermission.o loadSave.o messages.o misc.o missions.o player.o renderer.o resources.o screen.o ship.o shop.o Starfighter.o title.o weapons.o window.o
VERSION = 1.4.1-dev
PROG = starfighter

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@ -1,27 +0,0 @@
gfx/spirit.jpg
-3 0
0 0 480 300 3.1
1 2 -100 -550 3
2 2 -100 -550 3
3 2 -100 -550 3
4 2 -100 -550 3
5 2 -100 -550 3
6 2 -100 -550 3
7 2 -100 -550 3
8 2 -100 -550 3
9 2 -100 -550 3
10 2 -100 -550 3
11 2 -100 -550 3
12 2 -100 -550 3
13 2 -100 -550 3
14 2 -100 -550 3
FACE_NONE
While escaping with his newly acquired Firefly, Chris Bainfield is intercepted by a WEAPCO patrol...
FACE_CHRIS
These things just won't give up, will they?
FACE_CHRIS
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...
FACE_CHRIS
I guess I'll have to fight them, then. Let's see what this ship can do!

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@ -1,29 +0,0 @@
gfx/sol.jpg
-0.5 0
0 18 400 300 0.5
1 2 -800 -550 -3
2 2 -800 -550 -3
3 2 -800 -550 -3
4 2 -800 -550 -3
5 2 -800 -550 -3
6 2 -800 -550 -3
7 2 -800 -550 -3
8 2 -800 -550 -3
9 2 -800 -550 -3
10 2 -800 -550 -3
11 2 -800 -550 -3
12 2 -800 -550 -3
13 2 -800 -550 -3
14 2 -800 -550 -3
FACE_NONE
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.
FACE_KLINE
The Emperor will not be pleased. Spirit is now a free star system thanks to that interfering rebel pilot.
FACE_KLINE
It was reported that he was able to take down one of our most powerful frigates in under 3 minutes!
FACE_KLINE
Talent like that does not appear every day. He would be a perfect candidate for our new AI training program!
FACE_KLINE
What a pity I must kill him...

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@ -1,33 +0,0 @@
gfx/spirit.jpg
-1.4 0
0 0 200 300 1.5
1 24 150 260 1.5
2 -1 0 0 0
3 -1 0 0 0
4 -1 0 0 0
5 -1 0 0 0
6 -1 0 0 0
7 -1 0 0 0
8 -1 0 0 0
9 -1 0 0 0
10 -1 0 0 0
11 -1 0 0 0
12 -1 0 0 0
13 -1 0 0 0
14 -1 0 0 0
FACE_SID
We're nearly ready to make the jump to Eyananth.
FACE_CHRIS
Aren't there a lot of WEAPCO slaves in this system?
FACE_SID
Correct. It's got one of the highest mortality rates in the galaxy.
FACE_CHRIS
You think we can use that to our advantage?
FACE_SID
I think so. I'll come up with a plan of action.
FACE_SID
Just remember that we won't be in Spirit anymore and you may run into WEAPCO patrols while travelling.
FACE_CHRIS
Sounds like fun!

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@ -1,35 +0,0 @@
gfx/eyananth.jpg
-0.5 0
0 0 300 300 0.5
1 24 250 260 0.5
2 20 250 360 0.5
3 -1 0 0 0
4 -1 0 0 0
5 -1 0 0 0
6 -1 0 0 0
7 -1 0 0 0
8 -1 0 0 0
9 -1 0 0 0
10 -1 0 0 0
11 -1 0 0 0
12 -1 0 0 0
13 -1 0 0 0
14 -1 0 0 0
FACE_PHOEBE
Nice head gear! You shop at the same place as me, huh?
FACE_CHRIS
More importantly, what were you doing out there? You're lucky I was around!
FACE_PHOEBE
I'm looking for my sister. She vanished about a week ago.
FACE_PHOEBE
Hey! Wait a moment! You're that rebel from Spirit! I think you're so cool! Can I come with you?
FACE_CHRIS
Extra firepower? I wouldn't mind one bit! What do you think, Sid?
FACE_SID
I agree. I'm also interested in studying her homing missile launcher; it could come in handy.
FACE_CHRIS
In that case, welcome aboard!
FACE_NONE
Phoebe Lexx will now join you as a Wingmate. However, she will not be available on certain missions.

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@ -1,37 +0,0 @@
gfx/eyananth.jpg
-1.4 0
0 0 200 300 1.5
1 24 150 260 1.5
2 20 110 300 1.5
3 -1 0 0 0
4 -1 0 0 0
5 -1 0 0 0
6 -1 0 0 0
7 -1 0 0 0
8 -1 0 0 0
9 -1 0 0 0
10 -1 0 0 0
11 -1 0 0 0
12 -1 0 0 0
13 -1 0 0 0
14 -1 0 0 0
FACE_SID
What happened back there, Chris? The video feed was jammed.
FACE_CHRIS
We took down the WEAPCO mining vessel and then I was jumped by a man claiming to be Kline Kethlan.
FACE_SID
I've heard of him. He's the Commander of WEAPCO's naval forces. One of the best pilots they ever had.
FACE_CHRIS
He did put up one hell of a fight! He didn't stick around for long, though. I guess he was just testing me.
FACE_CHRIS
Anyway, what's the scoop on Mordor, Sid?
FACE_SID
I've learned from the scientist we captured that WEAPCO is testing a new fighter craft there.
FACE_CHRIS
We should probably destroy that craft, then. We might be able to thwart its development somewhat.
FACE_SID
Agreed.
FACE_PHOEBE
I wonder if my sister will be here...

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@ -1,31 +0,0 @@
gfx/mordor.jpg
-0.5 0
0 0 300 300 0.5
1 24 250 260 0.5
2 20 250 360 0.5
3 -1 0 0 0
4 -1 0 0 0
5 -1 0 0 0
6 -1 0 0 0
7 -1 0 0 0
8 -1 0 0 0
9 -1 0 0 0
10 -1 0 0 0
11 -1 0 0 0
12 -1 0 0 0
13 -1 0 0 0
14 -1 0 0 0
FACE_PHOEBE
Will she be okay?
FACE_SID
I've had a look at the implants and they should be easy to remove. She'll just have a headache for a while.
FACE_CHRIS
Will she be able to tell us anything useful?
FACE_SID
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.
FACE_SID
She'll still be able to pilot a ship though.
FACE_NONE
Ursula Lexx will now join you as a Wingmate. However, like Phoebe, she will not be available on certain missions.

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@ -1,29 +0,0 @@
gfx/mordor.jpg
-1.4 0
0 0 200 300 1.5
1 24 150 260 1.5
2 20 110 300 1.5
3 20 150 360 1.5
4 -1 0 0 0
5 -1 0 0 0
6 -1 0 0 0
7 -1 0 0 0
8 -1 0 0 0
9 -1 0 0 0
10 -1 0 0 0
11 -1 0 0 0
12 -1 0 0 0
13 -1 0 0 0
14 -1 0 0 0
FACE_CHRIS
Sorry folks, we just lost our bargaining chip.
FACE_SID
Knowing how cut throat WEAPCO is I doubt it would have made a difference anyway.
FACE_SID
Sol is going to be difficult. I've heard they have a lot of heavy defenses on the outer planets.
FACE_PHOEBE
We'll have to start there then.
FACE_SID
The forces here will be unlike anything we've met so far. Just be careful, everyone.

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@ -135,7 +135,7 @@ int main(int argc, char **argv)
case 2:
if (game.stationedPlanet == -1)
doCutscene(0);
cutscene_init(0);
section = game_mainLoop();
break;
}

View File

@ -41,6 +41,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "cargo.h"
#include "collectable.h"
#include "colors.h"
#include "cutscene.h"
#include "engine.h"
#include "event.h"
#include "explosion.h"
@ -55,7 +56,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "renderer.h"
#include "resources.h"
#include "screen.h"
#include "script.h"
#include "ship.h"
#include "shop.h"
#include "title.h"

View File

@ -913,7 +913,6 @@ void aliens_init()
if ((game.area == MISN_POSWIC) &&
(aliens[i].classDef == CD_BOSS))
{
aliens[i].imageIndex[1] = 29;
aliens[i].flags |= FL_IMMORTAL;
}
@ -975,15 +974,6 @@ void aliens_init()
if (game.area == MISN_FELLON)
{
aliens[ALIEN_BOSS].AIType = AI_EVASIVE;
for (int i = 10 ; i < 15 ; i++)
{
aliens[i].imageIndex[0] += 15;
aliens[i].imageIndex[1] += 15;
aliens[i].image[0] = gfx_shipSprites[aliens[i].imageIndex[0]];
aliens[i].image[1] = gfx_shipSprites[aliens[i].imageIndex[1]];
}
}
}
else if (game.area == MISN_URANUS)
@ -1212,7 +1202,8 @@ void alien_addSmallAsteroid(object *hostAlien)
if ((rand() % 10) > 3)
{
aliens[index] = alien_defs[CD_ASTEROID2];
aliens[index].imageIndex[0] = aliens[index].imageIndex[1] = 39 + rand() % 2;
aliens[index].imageIndex[0] = RANDRANGE(SS_ASTEROID_SMALL, SS_ASTEROID_SMALL_L);
aliens[index].imageIndex[1] = aliens[index].imageIndex[0];
aliens[index].image[0] = gfx_shipSprites[aliens[index].imageIndex[0]];
aliens[index].image[1] = gfx_shipSprites[aliens[index].imageIndex[1]];
}

466
src/cutscene.cpp Normal file
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@ -0,0 +1,466 @@
/*
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.");
messages[5].face = FS_SID;
strcpy(messages[5].message, "Just remember that we won't be in Spirit anymore and you may run into WEAPCO patrols while travelling.");
messages[6].face = FS_CHRIS;
strcpy(messages[6].message, "Sounds like fun!");
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!");
messages[7].face = -1;
strcpy(messages[7].message, "Phoebe Lexx will now join you as a Wingmate. However, she will be unavailable on certain missions.");
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. I guess he was just testing me.");
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.");
messages[5].face = -1;
strcpy(messages[5].message, "Ursula Lexx will now join you as a Wingmate. However, like Phoebe, she will be unavailable on certain missions.");
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, "Knowing how cut throat WEAPCO is I doubt it would have made a difference anyway.");
messages[2].face = FS_SID;
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_PHOEBE;
strcpy(messages[3].message, "We'll have to start there then.");
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;
signed char currentMessage = -1;
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();
}

View File

@ -1,7 +1,7 @@
/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011 Guus Sliepen
Copyright (C) 2015 onpon4 <onpon4@riseup.net>
Copyright (C) 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
@ -17,9 +17,9 @@ You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPT_H
#define SCRIPT_H
#ifndef CUTSCENE_H
#define CUTSCENE_H
extern void doCutscene(int scene);
void cutscene_init(int scene);
#endif

View File

@ -149,7 +149,7 @@ enum {
ALIEN_SID,
ALIEN_FRIEND1,
ALIEN_FRIEND2,
ALIEN_MAX = 25
ALIEN_MAX
};
// Droppables

View File

@ -2323,20 +2323,20 @@ int game_mainLoop()
switch (game.area)
{
case MISN_MOEBO:
doCutscene(1);
doCutscene(2);
cutscene_init(1);
cutscene_init(2);
break;
case MISN_NEROD:
doCutscene(3);
cutscene_init(3);
break;
case MISN_ELAMALE:
doCutscene(4);
cutscene_init(4);
break;
case MISN_ODEON:
doCutscene(5);
cutscene_init(5);
break;
case MISN_ELLESH:
doCutscene(6);
cutscene_init(6);
break;
case MISN_VENUS:
doCredits();

View File

@ -602,6 +602,7 @@ int intermission()
gfx_faceSprites[FS_PHOEBE] = gfx_loadImage("gfx/face_phoebe.png");
gfx_faceSprites[FS_URSULA] = gfx_loadImage("gfx/face_ursula.png");
gfx_faceSprites[FS_KLINE] = gfx_loadImage("gfx/face_kline.png");
gfx_faceSprites[FS_CREW] = gfx_loadImage("gfx/face_crew.png");
engine.done = 0;
engine.keyState[KEY_FIRE] = 0;

View File

@ -51,6 +51,7 @@ void loadGameGraphics()
gfx_faceSprites[FS_PHOEBE] = gfx_loadImage("gfx/face_phoebe.png");
gfx_faceSprites[FS_URSULA] = gfx_loadImage("gfx/face_ursula.png");
gfx_faceSprites[FS_KLINE] = gfx_loadImage("gfx/face_kline.png");
gfx_faceSprites[FS_CREW] = gfx_loadImage("gfx/face_crew.png");
// Ships
gfx_shipSprites[SS_FIREFLY] = gfx_loadImage("gfx/firefly1.png");

View File

@ -1,217 +0,0 @@
/*
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"
static cutMsg cutMessage[10];
static void setScene(int scene)
{
FILE *fp;
char string[255], face[255];
float sx;
float sy;
float x;
float y;
float speed;
int index;
int img;
sprintf(string, "data/cutscene%d.dat", scene);
fp = fopen(string, "rb");
// Load in the specified background
if (fscanf(fp, "%s", string) < 1)
{
printf("Warning: didn't find a background definition for \"%s\"\n", string);
strcpy(string, "gfx/spirit.jpg");
}
loadBackground(string);
// Set the star speed
if (fscanf(fp, "%f %f", &sx, &sy) < 2)
printf("Warning: failed to read star speed data for cutscene");
engine.ssx = sx;
engine.ssy = sy;
// Read in the specs for each ship
while (fscanf(fp, "%d %d %f %f %f", &index, &img, &x, &y, &speed) == 5)
{
if (x < 0) x = (rand() % abs((int)x));
if (y < 0) y = (rand() % abs((int)y));
if (speed <= -1) speed = 1 + (rand() % abs((int)speed));
if (img > -1)
{
aliens[index].image[0] = gfx_shipSprites[img];
aliens[index].x = x;
aliens[index].y = y;
aliens[index].dx = speed;
aliens[index].active = true;
}
}
// And finally read in the messages
index = 0;
while (fscanf(fp, "%s%*c %[^\n]", face, string) == 2)
{
if (strcmp(string, "@none@") == 0)
break;
cutMessage[index].face = getFace(face);
strcpy(cutMessage[index].message, string);
index++;
}
fclose(fp);
}
void doCutscene(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 < 15 ; i++)
{
aliens[i] = alien_defs[0];
aliens[i].face = 0;
aliens[i].active = false;
}
for (int i = 0 ; i < 10 ; i++)
{
strcpy(cutMessage[i].message, "");
cutMessage[i].face = -1;
}
setScene(scene);
/*
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;
signed char currentMessage = -1;
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(cutMessage[currentMessage].message, "") == 0)
break;
face = NULL;
if (cutMessage[currentMessage].face != -1)
face = gfx_faceSprites[cutMessage[currentMessage].face];
gfx_createMessageBox(face, cutMessage[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();
}

View File

@ -227,11 +227,4 @@ typedef struct Planet_ {
} Planet;
typedef struct cutMsg_ {
int face;
char message[255];
} cutMsg;
#endif