/* Copyright (C) 2003 Parallel Realities 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Starfighter.h" static cutMsg cutMessage[10]; static event gameEvent[10]; static void setKlineGreeting() { char greet[][50] = { "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 < 10 ; i++) { gameEvent[i].time = 0; strcpy(gameEvent[i].message, ""); gameEvent[i].entity = -1; gameEvent[i].flag = 0; } if ((currentGame.area == 27) && (enemy[WC_KLINE].classDef == CD_KLINE)) setKlineGreeting(); char filename[255]; strcpy(filename, ""); sprintf(filename, "data/script%d.txt", currentGame.area); FILE *fp; int i = 0; int time, entity, flags; char face[255], message[255]; #if USEPACK int dataLocation = locateDataInPak(filename, 0); if (dataLocation == -1) return; fp = fopen(PACKLOCATION, "rb"); fseek(fp, dataLocation, SEEK_SET); #else fp = fopen(filename, "rb"); if (fp == NULL) return; #endif fscanf(fp, "%d ", &time); while (time != 0) { fscanf(fp, "%s %d %d ", face, &entity, &flags); fscanf(fp, "%[^\n]%*c", message); gameEvent[i].time = time; gameEvent[i].face = getFace(face); gameEvent[i].entity = entity; gameEvent[i].flag = flags; strcpy(gameEvent[i].message, message); i++; fscanf(fp, "%d ", &time); } fclose(fp); } void checkScriptEvents() { for (int i = 0 ; i < 10 ; 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) { enemy[gameEvent[i].entity].flags += gameEvent[i].flag; } else { enemy[gameEvent[i].entity].active = true; enemy[gameEvent[i].entity].x = rrand((int)player.x + 400, (int)player.x + 800); enemy[gameEvent[i].entity].y = rrand((int)player.y - 400, (int)player.y + 800); } } gameEvent[i].time = 0; } } } void syncScriptEvents() { for (int i = 0 ; i < 10 ; 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; strcpy(string, ""); sprintf(string, "data/cutscene%d.dat", scene); #if USEPACK int dataLocation = locateDataInPak(string, 1); fp = fopen(PACKLOCATION, "rb"); fseek(fp, dataLocation, SEEK_SET); #else fp = fopen(string, "rb"); #endif // Load in the specified background fscanf(fp, "%s", string); loadBackground(string); // Set the star speed fscanf(fp, "%f %f", &sx, &sy); engine.ssx = sx; engine.ssy = sy; // Read in the specs for each ship for (int i = 0 ; i < 15 ; i++) { fscanf(fp, "%d %d %f %f %f", &index, &shape, &x, &y, &speed); 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) { enemy[index].image[0] = graphics.shipShape[shape]; enemy[index].x = x; enemy[index].y = y; enemy[index].dx = speed; enemy[index].active = true; } } // And finally read in the messages for (int i = 0 ; i < 10 ; i++) { fscanf(fp, "%s%*c", face); fscanf(fp, "%[^\n]", string); if (strcmp(string, "@none@") == 0) break; cutMessage[i].face = getFace(face); strcpy(cutMessage[i].message, string); } fclose(fp); } void doCutscene(int scene) { graphics.clearScreen(graphics.black); graphics.updateScreen(); graphics.clearScreen(graphics.black); engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0; engine.ssx = -0.5; engine.ssy = 0; graphics.flushBuffer(); graphics.freeGraphics(); resetLists(); loadGameGraphics(); for (int i = 0 ; i < 15 ; i++) { enemy[i] = defEnemy[0]; enemy[i].face = 0; enemy[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++) { enemy[i].engineX = enemy[i].image[0]->w; enemy[i].engineY = (enemy[i].image[0]->h / 2); } bool showMessage = false; signed char currentMessage = -1; int timer = 60 * 4; graphics.drawBackGround(); SDL_Surface *face; flushInput(); while (true) { graphics.updateScreen(); graphics.unBuffer(); getPlayerInput(); doStarfield(); doExplosions(); for (int i = 0 ; i < 15 ; i++) { if (enemy[i].active) { addEngine(&enemy[i]); enemy[i].x += enemy[i].dx; enemy[i].x += engine.ssx; graphics.blit(enemy[i].image[0], (int)enemy[i].x, (int)enemy[i].y); if (enemy[i].x > 850) { enemy[i].x = -50; enemy[i].y = rand() % 560; } } } 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 = graphics.shape[cutMessage[currentMessage].face]; graphics.createMessageBox(face, cutMessage[currentMessage].message, 0); } } if ((showMessage) && (graphics.messageBox != NULL)) graphics.blit(graphics.messageBox, (800 - graphics.messageBox->w) / 2, 500); graphics.delayFrame(); if (engine.keyState[SDLK_ESCAPE]) break; } graphics.flushBuffer(); graphics.freeGraphics(); graphics.clearScreen(graphics.black); graphics.updateScreen(); }