/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2012, 2015 Julian Marchant 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 "Starfighter.h" static cutMsg cutMessage[10]; static event gameEvent[20]; static void setKlineGreeting() { static const char *greet[] = { "How nice to see you again, Bainfield!", "It all ends here, rebel!", "I hope you won't disappoint me this time...", "Do you really think you can defeat us?!" }; gameEvent[0].time = 2; gameEvent[0].face = FACE_KLINE; strcpy(gameEvent[0].message, greet[rand() % 4]); gameEvent[0].entity = -1; gameEvent[0].flag = 0; } void loadScriptEvents() { for (int i = 0 ; i < 20 ; i++) { gameEvent[i].time = 0; strcpy(gameEvent[i].message, ""); gameEvent[i].entity = -1; gameEvent[i].flag = 0; } if ((game.area == MISN_INTERCEPTION) && (aliens[ALIEN_KLINE].classDef == CD_KLINE) && (aliens[ALIEN_KLINE].active)) setKlineGreeting(); char filename[255]; sprintf(filename, "data/script%d.txt", game.area); FILE *fp; int i = 0; int time, entity, flags; char face[255], message[255]; fp = fopen(filename, "rb"); if (fp == NULL) return; while (fscanf(fp, "%d %s %d %d ", &time, face, &entity, &flags) == 4) { if (fscanf(fp, "%[^\n]%*c", message) < 1) strcpy(message, "Error: Text missing"); gameEvent[i].time = time; gameEvent[i].face = getFace(face); gameEvent[i].entity = entity; gameEvent[i].flag = flags; strcpy(gameEvent[i].message, message); i++; } fclose(fp); } void checkScriptEvents() { for (int i = 0 ; i < 20 ; i++) { if (engine.timeTaken == gameEvent[i].time) { if (strcmp(gameEvent[i].message, "@none@") != 0) { setRadioMessage(gameEvent[i].face, gameEvent[i].message, 1); } if (gameEvent[i].entity > -1) { if (gameEvent[i].flag != -FL_ACTIVATE) { aliens[gameEvent[i].entity].flags += gameEvent[i].flag; } else { aliens[gameEvent[i].entity].active = true; aliens[gameEvent[i].entity].x = ((int)player.x + RANDRANGE(400, 800)); aliens[gameEvent[i].entity].y = ((int)player.y + RANDRANGE(-400, 800)); } } gameEvent[i].time = 0; } } } void syncScriptEvents() { for (int i = 0 ; i < 20 ; i++) { if (gameEvent[i].time < 0) { gameEvent[i].time = engine.timeTaken + abs(gameEvent[i].time); } } } static void setScene(int scene) { FILE *fp; char string[255], face[255]; float sx, sy, x, y, speed; int index, shape; 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, &shape, &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 (shape > -1) { aliens[index].image[0] = shipShape[shape]; 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(); freeGraphics(); 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 = shape[cutMessage[currentMessage].face]; createMessageBox(face, cutMessage[currentMessage].message, 0); } } if ((showMessage) && (messageBox != NULL)) screen_blit(messageBox, (screen->w - 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(); freeGraphics(); screen_clear(black); renderer_update(); }