Moved cutscenes to C.
This commit is contained in:
parent
0da184f424
commit
5acc9f37f3
2
Makefile
2
Makefile
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@ -1,7 +1,7 @@
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CXXFLAGS ?= -O2 -Wall -g
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CXXFLAGS += `pkg-config --cflags sdl2 SDL2_image SDL2_mixer`
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LIBS = `pkg-config --libs sdl2 SDL2_image SDL2_mixer`
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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
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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
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VERSION = 1.4.1-dev
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PROG = starfighter
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@ -1,27 +0,0 @@
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gfx/spirit.jpg
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-3 0
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0 0 480 300 3.1
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1 2 -100 -550 3
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2 2 -100 -550 3
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3 2 -100 -550 3
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4 2 -100 -550 3
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5 2 -100 -550 3
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6 2 -100 -550 3
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7 2 -100 -550 3
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8 2 -100 -550 3
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9 2 -100 -550 3
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10 2 -100 -550 3
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11 2 -100 -550 3
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12 2 -100 -550 3
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13 2 -100 -550 3
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14 2 -100 -550 3
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FACE_NONE
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While escaping with his newly acquired Firefly, Chris Bainfield is intercepted by a WEAPCO patrol...
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FACE_CHRIS
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These things just won't give up, will they?
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FACE_CHRIS
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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...
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FACE_CHRIS
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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 @@
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gfx/sol.jpg
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-0.5 0
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0 18 400 300 0.5
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1 2 -800 -550 -3
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2 2 -800 -550 -3
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3 2 -800 -550 -3
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4 2 -800 -550 -3
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5 2 -800 -550 -3
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6 2 -800 -550 -3
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7 2 -800 -550 -3
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8 2 -800 -550 -3
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9 2 -800 -550 -3
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10 2 -800 -550 -3
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11 2 -800 -550 -3
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12 2 -800 -550 -3
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13 2 -800 -550 -3
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14 2 -800 -550 -3
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FACE_NONE
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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.
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FACE_KLINE
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The Emperor will not be pleased. Spirit is now a free star system thanks to that interfering rebel pilot.
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FACE_KLINE
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It was reported that he was able to take down one of our most powerful frigates in under 3 minutes!
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FACE_KLINE
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Talent like that does not appear every day. He would be a perfect candidate for our new AI training program!
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FACE_KLINE
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What a pity I must kill him...
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@ -1,33 +0,0 @@
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gfx/spirit.jpg
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-1.4 0
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0 0 200 300 1.5
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1 24 150 260 1.5
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2 -1 0 0 0
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3 -1 0 0 0
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4 -1 0 0 0
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5 -1 0 0 0
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6 -1 0 0 0
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7 -1 0 0 0
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8 -1 0 0 0
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9 -1 0 0 0
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10 -1 0 0 0
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11 -1 0 0 0
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12 -1 0 0 0
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13 -1 0 0 0
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14 -1 0 0 0
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FACE_SID
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We're nearly ready to make the jump to Eyananth.
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FACE_CHRIS
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Aren't there a lot of WEAPCO slaves in this system?
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FACE_SID
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Correct. It's got one of the highest mortality rates in the galaxy.
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FACE_CHRIS
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You think we can use that to our advantage?
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FACE_SID
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I think so. I'll come up with a plan of action.
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FACE_SID
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Just remember that we won't be in Spirit anymore and you may run into WEAPCO patrols while travelling.
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FACE_CHRIS
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Sounds like fun!
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@ -1,35 +0,0 @@
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gfx/eyananth.jpg
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-0.5 0
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0 0 300 300 0.5
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1 24 250 260 0.5
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2 20 250 360 0.5
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3 -1 0 0 0
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4 -1 0 0 0
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5 -1 0 0 0
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6 -1 0 0 0
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7 -1 0 0 0
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8 -1 0 0 0
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9 -1 0 0 0
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10 -1 0 0 0
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11 -1 0 0 0
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12 -1 0 0 0
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13 -1 0 0 0
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14 -1 0 0 0
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FACE_PHOEBE
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Nice head gear! You shop at the same place as me, huh?
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FACE_CHRIS
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More importantly, what were you doing out there? You're lucky I was around!
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FACE_PHOEBE
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I'm looking for my sister. She vanished about a week ago.
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FACE_PHOEBE
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Hey! Wait a moment! You're that rebel from Spirit! I think you're so cool! Can I come with you?
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FACE_CHRIS
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Extra firepower? I wouldn't mind one bit! What do you think, Sid?
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FACE_SID
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I agree. I'm also interested in studying her homing missile launcher; it could come in handy.
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FACE_CHRIS
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In that case, welcome aboard!
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FACE_NONE
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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 @@
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gfx/eyananth.jpg
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-1.4 0
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0 0 200 300 1.5
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1 24 150 260 1.5
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2 20 110 300 1.5
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3 -1 0 0 0
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4 -1 0 0 0
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5 -1 0 0 0
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6 -1 0 0 0
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7 -1 0 0 0
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8 -1 0 0 0
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9 -1 0 0 0
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10 -1 0 0 0
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11 -1 0 0 0
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12 -1 0 0 0
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13 -1 0 0 0
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14 -1 0 0 0
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FACE_SID
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What happened back there, Chris? The video feed was jammed.
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FACE_CHRIS
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We took down the WEAPCO mining vessel and then I was jumped by a man claiming to be Kline Kethlan.
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FACE_SID
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I've heard of him. He's the Commander of WEAPCO's naval forces. One of the best pilots they ever had.
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FACE_CHRIS
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He did put up one hell of a fight! He didn't stick around for long, though. I guess he was just testing me.
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FACE_CHRIS
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Anyway, what's the scoop on Mordor, Sid?
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FACE_SID
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I've learned from the scientist we captured that WEAPCO is testing a new fighter craft there.
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FACE_CHRIS
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We should probably destroy that craft, then. We might be able to thwart its development somewhat.
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FACE_SID
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Agreed.
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FACE_PHOEBE
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I wonder if my sister will be here...
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@ -1,31 +0,0 @@
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gfx/mordor.jpg
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-0.5 0
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0 0 300 300 0.5
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1 24 250 260 0.5
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2 20 250 360 0.5
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3 -1 0 0 0
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4 -1 0 0 0
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5 -1 0 0 0
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6 -1 0 0 0
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7 -1 0 0 0
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8 -1 0 0 0
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9 -1 0 0 0
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10 -1 0 0 0
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11 -1 0 0 0
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12 -1 0 0 0
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13 -1 0 0 0
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14 -1 0 0 0
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FACE_PHOEBE
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Will she be okay?
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FACE_SID
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I've had a look at the implants and they should be easy to remove. She'll just have a headache for a while.
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FACE_CHRIS
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Will she be able to tell us anything useful?
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FACE_SID
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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.
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FACE_SID
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She'll still be able to pilot a ship though.
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FACE_NONE
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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 @@
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gfx/mordor.jpg
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-1.4 0
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0 0 200 300 1.5
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1 24 150 260 1.5
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2 20 110 300 1.5
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3 20 150 360 1.5
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4 -1 0 0 0
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5 -1 0 0 0
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6 -1 0 0 0
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7 -1 0 0 0
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8 -1 0 0 0
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9 -1 0 0 0
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10 -1 0 0 0
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11 -1 0 0 0
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12 -1 0 0 0
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13 -1 0 0 0
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14 -1 0 0 0
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FACE_CHRIS
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Sorry folks, we just lost our bargaining chip.
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FACE_SID
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Knowing how cut throat WEAPCO is I doubt it would have made a difference anyway.
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FACE_SID
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Sol is going to be difficult. I've heard they have a lot of heavy defenses on the outer planets.
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FACE_PHOEBE
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We'll have to start there then.
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FACE_SID
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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)
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case 2:
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if (game.stationedPlanet == -1)
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doCutscene(0);
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cutscene_init(0);
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section = game_mainLoop();
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break;
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}
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@ -41,6 +41,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "cargo.h"
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#include "collectable.h"
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#include "colors.h"
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#include "cutscene.h"
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#include "engine.h"
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#include "event.h"
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#include "explosion.h"
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@ -55,7 +56,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "renderer.h"
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#include "resources.h"
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#include "screen.h"
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#include "script.h"
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#include "ship.h"
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#include "shop.h"
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#include "title.h"
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@ -913,7 +913,6 @@ void aliens_init()
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if ((game.area == MISN_POSWIC) &&
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(aliens[i].classDef == CD_BOSS))
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{
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aliens[i].imageIndex[1] = 29;
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aliens[i].flags |= FL_IMMORTAL;
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}
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if (game.area == MISN_FELLON)
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{
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aliens[ALIEN_BOSS].AIType = AI_EVASIVE;
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for (int i = 10 ; i < 15 ; i++)
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{
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aliens[i].imageIndex[0] += 15;
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aliens[i].imageIndex[1] += 15;
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aliens[i].image[0] = gfx_shipSprites[aliens[i].imageIndex[0]];
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aliens[i].image[1] = gfx_shipSprites[aliens[i].imageIndex[1]];
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}
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}
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}
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else if (game.area == MISN_URANUS)
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if ((rand() % 10) > 3)
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{
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aliens[index] = alien_defs[CD_ASTEROID2];
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aliens[index].imageIndex[0] = aliens[index].imageIndex[1] = 39 + rand() % 2;
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aliens[index].imageIndex[0] = RANDRANGE(SS_ASTEROID_SMALL, SS_ASTEROID_SMALL_L);
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aliens[index].imageIndex[1] = aliens[index].imageIndex[0];
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aliens[index].image[0] = gfx_shipSprites[aliens[index].imageIndex[0]];
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aliens[index].image[1] = gfx_shipSprites[aliens[index].imageIndex[1]];
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}
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/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2012, 2015, 2016 onpon4 <onpon4@riseup.net>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Starfighter.h"
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typedef struct Message_ {
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int face;
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char message[255];
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} Message;
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static Message messages[MAX_EVENTS];
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void cutscene_init(int scene)
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{
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screen_clear(black);
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renderer_update();
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screen_clear(black);
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engine.keyState[KEY_FIRE] = 0;
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engine.keyState[KEY_ALTFIRE] = 0;
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engine.ssx = -0.5;
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engine.ssy = 0;
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engine.smx = 0;
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engine.smy = 0;
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screen_flushBuffer();
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gfx_free();
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resetLists();
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loadGameGraphics();
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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// 0 is the dualfighter, but there doesn't seem to be any
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// particular reason for choosing this alien def.
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aliens[i] = alien_defs[0];
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aliens[i].face = 0;
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aliens[i].active = false;
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}
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for (int i = 0 ; i < MAX_EVENTS ; i++)
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{
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strcpy(messages[i].message, "");
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messages[i].face = -1;
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}
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switch (scene)
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{
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case 0:
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loadBackground("gfx/spirit.jpg");
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engine.ssx = -3;
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engine.ssy = 0;
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aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
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aliens[0].x = screen->w * 3 / 5;
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aliens[0].y = screen->h / 2;
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aliens[0].dx = 3.1;
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aliens[0].active = true;
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for (int i = 1 ; i < 7 ; i++)
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{
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aliens[i].image[0] = gfx_shipSprites[SS_DUALFIGHTER];
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aliens[i].x = RANDRANGE(0, screen->w / 8);
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aliens[i].y = RANDRANGE(50, screen->h - 50);
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aliens[i].dx = 3;
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aliens[i].active = true;
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}
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messages[0].face = -1;
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strcpy(messages[0].message, "While escaping with his newly acquired Firefly, Chris Bainfield is intercepted by a WEAPCO patrol...");
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messages[1].face = FS_CHRIS;
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strcpy(messages[1].message, "These things just won't give up, will they?");
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messages[2].face = FS_CHRIS;
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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...");
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messages[3].face = FS_CHRIS;
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strcpy(messages[3].message, "I guess I'll have to fight them, then. Let's see what this ship can do!");
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break;
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case 1:
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loadBackground("gfx/sol.jpg");
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engine.ssx = -0.5;
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engine.ssy = 0;
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aliens[0].image[0] = gfx_shipSprites[SS_KLINE];
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aliens[0].x = screen->w / 2;
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aliens[0].y = screen->h / 2;
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aliens[0].dx = 0.5;
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aliens[0].active = true;
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for (int i = 1 ; i < 15 ; i++)
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{
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aliens[i].image[0] = gfx_shipSprites[SS_DUALFIGHTER];
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aliens[i].x = RANDRANGE(0, screen->w);
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aliens[i].y = RANDRANGE(50, screen->h - 50);
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aliens[i].dx = RANDRANGE(1, 3);
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aliens[i].active = true;
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}
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messages[0].face = -1;
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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.");
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messages[1].face = FS_KLINE;
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strcpy(messages[1].message, "The Emperor will not be pleased. Spirit is now a free star system thanks to that interfering rebel pilot.");
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messages[2].face = FS_KLINE;
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strcpy(messages[2].message, "It was reported that he was able to take down one of our most powerful frigates in under 3 minutes!");
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messages[3].face = FS_KLINE;
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strcpy(messages[3].message, "Talent like that does not appear every day. He would be a perfect candidate for our new AI training program!");
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messages[4].face = FS_KLINE;
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strcpy(messages[4].message, "What a pity I must kill him...");
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break;
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case 2:
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loadBackground("gfx/spirit.jpg");
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engine.ssx = -1.4;
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engine.ssy = 0;
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aliens[0].image[0] = gfx_shipSprites[SS_FIREFLY];
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aliens[0].x = screen->w / 4;
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aliens[0].y = screen->h / 2;
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aliens[0].dx = 1.5;
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aliens[0].active = true;
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aliens[1].image[0] = gfx_shipSprites[SS_SID];
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aliens[1].x = screen->w / 4 - 50;
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aliens[1].y = screen->h / 2 - 40;
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aliens[1].dx = 1.5;
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aliens[1].active = true;
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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();
|
||||
}
|
|
@ -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
|
|
@ -149,7 +149,7 @@ enum {
|
|||
ALIEN_SID,
|
||||
ALIEN_FRIEND1,
|
||||
ALIEN_FRIEND2,
|
||||
ALIEN_MAX = 25
|
||||
ALIEN_MAX
|
||||
};
|
||||
|
||||
// Droppables
|
||||
|
|
12
src/game.cpp
12
src/game.cpp
|
@ -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();
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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");
|
||||
|
|
217
src/script.cpp
217
src/script.cpp
|
@ -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();
|
||||
}
|
|
@ -227,11 +227,4 @@ typedef struct Planet_ {
|
|||
|
||||
} Planet;
|
||||
|
||||
typedef struct cutMsg_ {
|
||||
|
||||
int face;
|
||||
char message[255];
|
||||
|
||||
} cutMsg;
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue