/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2012, 2015-2020 The Diligent Circle 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 . */ #include #include #include #include "colors.h" #include "defs.h" #include "structs.h" #include "alien.h" #include "engine.h" #include "explosion.h" #include "game.h" #include "gfx.h" #include "player.h" #include "renderer.h" #include "screen.h" typedef struct Message_ { int face; char message[STRMAX]; } 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(); engine_resetLists(); gfx_loadSprites(); 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 = 0; } for (int i = 0 ; i < MAX_EVENTS ; i++) { strcpy(messages[i].message, ""); messages[i].face = -1; } switch (scene) { case 0: gfx_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 = 3.05; aliens[0].active = 1; 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 = 1; } messages[0].face = -1; /// Cutscene (narration) strcpy(messages[0].message, _("While escaping with his newly acquired Firefly, Chris Bainfield is intercepted by a WEAPCO patrol...")); messages[1].face = FS_CHRIS; /// Cutscene (Chris Bainfield) strcpy(messages[1].message, _("These things just won't give up, will they?")); messages[2].face = FS_CHRIS; /// Cutscene (Chris Bainfield) 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; /// Cutscene (Chris Bainfield) strcpy(messages[3].message, _("I guess I'll have to fight them, then. Let's see what this ship can do!")); break; case 1: gfx_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 = 1; 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 = 1; } messages[0].face = -1; /// Cutscene (narration) 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; /// Cutscene (Kline Kethlan) 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; /// Cutscene (Kline Kethlan) 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; /// Cutscene (Kline Kethlan) 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; /// Cutscene (Kline Kethlan) strcpy(messages[4].message, _("What a pity I must kill him...")); break; case 2: gfx_loadBackground("gfx/spirit.jpg"); engine.ssx = -1.45; 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 = 1; 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 = 1; messages[0].face = FS_SID; /// Cutscene (Sid Wilson) strcpy(messages[0].message, _("We're nearly ready to make the jump to Eyananth.")); messages[1].face = FS_CHRIS; /// Cutscene (Chris Bainfield) strcpy(messages[1].message, _("Aren't there a lot of WEAPCO slaves in this system?")); messages[2].face = FS_SID; /// Cutscene (Sid Wilson) strcpy(messages[2].message, _("Yes. It's got one of the highest mortality rates in the galaxy.")); messages[3].face = FS_CHRIS; /// Cutscene (Chris Bainfield) strcpy(messages[3].message, _("You think we can use that to our advantage?")); messages[4].face = FS_SID; /// Cutscene (Sid Wilson) strcpy(messages[4].message, _("I think so. I'll come up with a plan of action.")); break; case 3: gfx_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 = 1; 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 = 1; 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 = 1; messages[0].face = FS_PHOEBE; /// Cutscene (Phoebe Lexx) strcpy(messages[0].message, _("Nice head gear! You shop at the same place as me, huh?")); messages[1].face = FS_CHRIS; /// Cutscene (Chris Bainfield) strcpy(messages[1].message, _("More importantly, what were you doing out there? You're lucky I was around!")); messages[2].face = FS_PHOEBE; /// Cutscene (Phoebe Lexx) strcpy(messages[2].message, _("I'm looking for my sister. She vanished about a week ago.")); messages[3].face = FS_PHOEBE; /// Cutscene (Phoebe Lexx) 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; /// Cutscene (Chris Bainfield) strcpy(messages[4].message, _("Extra firepower? I wouldn't mind one bit! What do you think, Sid?")); messages[5].face = FS_SID; /// Cutscene (Sid Wilson) 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; /// Cutscene (Chris Bainfield) strcpy(messages[6].message, _("In that case, welcome aboard, Phoebe!")); break; case 4: gfx_loadBackground("gfx/eyananth.jpg"); engine.ssx = -1.45; 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 = 1; 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 = 1; 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 = 1; messages[0].face = FS_SID; /// Cutscene (Sid Wilson) strcpy(messages[0].message, _("What happened back there, Chris? The video feed was jammed.")); messages[1].face = FS_CHRIS; /// Cutscene (Chris Bainfield) 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; /// Cutscene (Sid Wilson) 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; /// Cutscene (Chris Bainfield) strcpy(messages[3].message, _("He did put up one hell of a fight! He didn't stick around for long, though.")); messages[4].face = FS_CHRIS; /// Cutscene (Chris Bainfield) strcpy(messages[4].message, _("Anyway, what's the scoop on Mordor, Sid?")); messages[5].face = FS_SID; /// Cutscene (Sid Wilson) 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; /// Cutscene (Chris Bainfield) 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; /// Cutscene (Sid Wilson) strcpy(messages[7].message, _("Agreed. Capturing it would be better, but that's probably not going to happen.")); messages[8].face = FS_PHOEBE; /// Cutscene (Phoebe Lexx) strcpy(messages[8].message, _("I wonder if my sister will be here...")); break; case 5: gfx_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 = 1; 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 = 1; 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 = 1; messages[0].face = FS_PHOEBE; /// Cutscene (Phoebe Lexx) strcpy(messages[0].message, _("Will she be okay?")); messages[1].face = FS_SID; /// Cutscene (Sid Wilson) 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; /// Cutscene (Chris Bainfield) strcpy(messages[2].message, _("Will she be able to tell us anything useful?")); messages[3].face = FS_SID; /// Cutscene (Sid Wilson) 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; /// Cutscene (Sid Wilson) strcpy(messages[4].message, _("She'll still be able to pilot a ship though.")); break; case 6: gfx_loadBackground("gfx/mordor.jpg"); engine.ssx = -1.45; 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 = 1; 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 = 1; 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 = 1; 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 = 1; messages[0].face = FS_CHRIS; /// Cutscene (Chris Bainfield) strcpy(messages[0].message, _("Sorry folks, we just lost our bargaining chip.")); messages[1].face = FS_SID; /// Cutscene (Sid Wilson) 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.")); messages[2].face = FS_URSULA; /// Cutscene (Ursula Lexx) 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; /// Cutscene (Sid Wilson) strcpy(messages[3].message, _("We'll have to start there, then.")); messages[4].face = FS_SID; /// Cutscene (Sid Wilson) 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); } int showMessage = 0; int currentMessage = -1; int timer = 60 * 4; screen_drawBackground(); SDL_Surface *face; player_flushInput(); while (1) { renderer_update(); screen_unBuffer(); player_getInput(); 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 += (DRAND - 0.5) * 0.1; aliens[i].dy += (DRAND - 0.5) * 0.1; if (aliens[i].x > 500 - (timer % 480)) 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 = 30; if (showMessage) { timer = engine.radioLife * 2; 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); /// Instructions for how to skip the current cutscene screen_renderUnicode(_("Press [Escape] to skip"), -1, screen->h - 20, FONT_WHITE); game_delayFrame(); if ((engine.keyState[KEY_FIRE]) || (engine.keyState[KEY_ALTFIRE])) { timer = 0; engine.keyState[KEY_FIRE] = 0; engine.keyState[KEY_ALTFIRE] = 0; } if (engine.keyState[KEY_ESCAPE]) break; } screen_flushBuffer(); gfx_free(); screen_clear(black); renderer_update(); }