starfighter/src/event.c

453 lines
14 KiB
C

/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2012, 2015-2020 The Diligent Circle <diligentcircle@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 <libintl.h>
#include <stdlib.h>
#include <string.h>
#include "defs.h"
#include "structs.h"
#include "alien.h"
#include "engine.h"
#include "event.h"
#include "game.h"
#include "player.h"
#include "radio.h"
static Event events[MAX_EVENTS];
void events_init()
{
for (int i = 0 ; i < MAX_EVENTS ; i++)
{
events[i].time = 0;
events[i].face = -1;
strcpy(events[i].message, "");
events[i].entity = -1;
events[i].flag = 0;
}
switch (game.area)
{
case MISN_INTERCEPTION:
if ((aliens[ALIEN_KLINE].classDef == CD_KLINE)
&& (aliens[ALIEN_KLINE].active))
{
events[0].time = 2;
events[0].face = FS_KLINE;
radio_getRandomMessage(events[0].message, _(
/// This is a list of taunts broadcast by Kline Kethlan when he shows
/// up at interceptions. Taunts are separated by a single "\n". Instead
/// of directly translating these, please populate the list with taunts
/// that work well in the target language, following the English
/// version only as a general guideline. Any number of taunts is
/// permitted.
"How nice to see you again, Bainfield!\n"
"It all ends here, rebel!\n"
"I hope you won't disappoint me this time...\n"
"Do you really think you can defeat us?!"
));
}
break;
case MISN_MOEBO:
events[0].time = 2;
events[0].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[0].message, _("You should try and destroy some of the frigate's weaponry, it'll help!"));
events[1].time = 120;
events[1].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[1].message, _("Chris, get a move on! The frigate is almost in range!"));
events[2].time = 150;
events[2].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[2].message, _("The frigate is charging its cannon!"));
events[3].time = 170;
events[3].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[3].message, _("Chris, HURRY!"));
events[4].time = 180;
events[4].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[4].message, _("Oh my god..."));
events[4].entity = ALIEN_BOSS;
events[4].flag = FL_LEAVESECTOR | FL_IMMORTAL;
break;
case MISN_NEROD:
events[0].time = 2;
events[0].face = FS_PHOEBE;
/// Dialog (Phoebe Lexx)
strcpy(events[0].message, _("Hey, over here! Destroy this tug so I can break free!"));
break;
case MISN_ALLEZ:
events[0].time = 2;
events[0].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[0].message, _("Thank God! Please, help us! If they destroy this ship..."));
events[1].time = 3 + engine.radioLife/60;
events[1].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[1].message, _("How long do you need?"));
events[2].time = 4 + 2*engine.radioLife/60;
events[2].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[2].message, _("Just a few minutes!"));
events[3].time = 60;
events[3].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[3].message, _("Alright! We've got the weapons working again! Now to look at the engines..."));
events[3].entity = ALIEN_FRIEND1;
events[3].flag = -FL_NOFIRE;
events[4].time = 80;
events[4].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[4].message, _("DAMN! The guns are offline again! What you guys doing back there?!"));
events[4].entity = ALIEN_FRIEND1;
events[4].flag = FL_NOFIRE;
events[5].time = 100;
events[5].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[5].message, _("Chris, HELP! We've lost all system power! We're a sitting duck out here!"));
events[5].entity = ALIEN_FRIEND1;
events[5].flag = FL_DISABLED;
events[6].time = 120;
events[6].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[6].message, _("Just a little longer..."));
events[7].time = 140;
events[7].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[7].message, _("Okay! We've fixed that one. We think we've found the problem with the engines too..."));
events[7].entity = ALIEN_FRIEND1;
events[7].flag = -FL_DISABLED;
events[8].time = 177;
events[8].face = FS_CREW;
/// Dialog (friendly transport from Eyananth, Allez mission)
strcpy(events[8].message, _("Engines fixed! Let's move!"));
events[9].time = 180;
events[9].entity = ALIEN_FRIEND1;
events[9].flag = FL_LEAVESECTOR | FL_IMMORTAL;
break;
case MISN_ELAMALE:
/* It would be trivial to modify these radio times for
* engine.radioLife like with everything else, but we don't
* do that here so that the music cue stays the same. A bit
* inconsistent, but the dialog isn't terribly important,
* just flavor text really, and you can read it at your
* leasure if you want by pausing. We might change this
* later if we decide that preserving the music cue isn't
* important after all.
*/
events[0].time = 5;
events[0].face = FS_PHOEBE;
/// Dialog (Phoebe Lexx)
strcpy(events[0].message, _("Ummm... something about this doesn't look right! They should be offering more resistance than this!"));
events[1].time = -8;
events[1].face = FS_PHOEBE;
/// Dialog (Phoebe Lexx)
strcpy(events[1].message, _("DAMMIT! It's a trap! Come on, Chris, we have to leave NOW!"));
events[2].time = -9;
events[2].entity = ALIEN_PHOEBE;
events[2].flag = FL_LEAVESECTOR;
events[3].time = -13;
events[3].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[3].message, _("Chris, wh..."));
events[4].time = -15;
events[4].face = FS_KLINE;
/// Dialog (Kline Kethlan)
strcpy(events[4].message, _("So finally I meet the man who has been causing us so much trouble!"));
events[5].time = -20;
events[5].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[5].message, _("I see you've jammed up my warp drive. Who are you?"));
events[6].time = -25;
events[6].face = FS_KLINE;
/// Dialog (Kline Kethlan)
strcpy(events[6].message, _("I am Kline Kethlan. And I am here to put to a stop to your worthless little crusade!"));
events[7].time = -31;
events[7].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[7].message, _("Kline Kethlan, huh? You sure sound confident."));
events[8].time = -36;
events[8].face = FS_KLINE;
/// Dialog (Kline Kethlan)
strcpy(events[8].message, _("Nowhere to run, nowhere to hide, and no one to help you! This will certainly be interesting..."));
events[9].time = -42;
events[9].entity = ALIEN_KLINE;
events[9].flag = -(FL_IMMORTAL | FL_NOFIRE);
break;
case MISN_ODEON:
events[0].time = 2;
events[0].face = FS_URSULA;
/// Dialog (Ursula Lexx under mind control)
/// Translation note: This should appear robotic or at least monotone.
strcpy(events[0].message, _("Unidentified craft sighted. Will proceed to destroy all targets."));
events[1].time = 4 + engine.radioLife/60;
events[1].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[1].message, _("Looks like she's got one of those homing missile launchers too! Any advice, Phoebe?"));
events[2].time = 5 + 2*engine.radioLife/60;
events[2].face = FS_PHOEBE;
/// Dialog (Phoebe Lexx)
strcpy(events[2].message, _("Just try and dodge them!"));
break;
case MISN_ALMARTHA:
events[0].time = 1;
events[0].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[0].message, _("That's a nice ship you got there, old-timer!"));
events[1].time = 2 + engine.radioLife/60;
events[1].face = FS_KRASS;
/// Dialog (Krass Tyler)
strcpy(events[1].message, _("Thanks, boy. Made it myself!"));
events[2].time = 60;
events[2].face = FS_KRASS;
/// Dialog (Krass Tyler)
strcpy(events[2].message, _("Hey, boy, we've got company! Looks like your friends didn't do a very good job after all!"));
events[2].entity = ALIEN_BOSS_PART1;
events[2].flag = -FL_ACTIVATE;
events[3].time = 90;
events[3].entity = ALIEN_BOSS_PART2;
events[3].flag = -FL_ACTIVATE;
events[4].time = 93;
events[4].face = FS_KRASS;
/// Dialog (Krass Tyler)
strcpy(events[4].message, _("Keep those things off my back or it'll cost you extra!"));
events[5].time = 120;
events[5].entity = ALIEN_BOSS_PART3;
events[5].flag = -FL_ACTIVATE;
events[6].time = 140;
events[6].face = FS_PHOEBE;
/// Dialog (Phoebe Lexx)
strcpy(events[6].message, _("Hey! Did we miss anything exciting?"));
events[6].entity = ALIEN_PHOEBE;
events[6].flag = -FL_ACTIVATE;
events[7].time = 140;
events[7].entity = ALIEN_URSULA;
events[7].flag = -FL_ACTIVATE;
events[8].time = 150;
events[8].face = FS_KRASS;
/// Dialog (Krass Tyler)
strcpy(events[8].message, _("I've earned my fee. I'll see you around, boy!"));
events[8].entity = ALIEN_FRIEND1;
events[8].flag = FL_LEAVESECTOR;
break;
case MISN_POSWIC:
events[0].time = 90;
events[0].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[0].message, _("DAMMIT! It's getting away! We've got to stop it!"));
events[0].entity = ALIEN_BOSS;
events[0].flag = FL_LEAVESECTOR;
break;
case MISN_SATURN:
events[0].time = 45;
events[0].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[0].message, _("Chris! Another two of those ray cannons just arrived in your sector!"));
events[0].entity = ALIEN_BOSS_PART3;
events[0].flag = -FL_ACTIVATE;
events[1].time = 45;
events[1].entity = ALIEN_BOSS_PART4;
events[1].flag = -FL_ACTIVATE;
events[2].time = 90;
events[2].face = FS_SID;
/// Dialog (Sid Wilson)
strcpy(events[2].message, _("Two more!"));
events[2].entity = ALIEN_BOSS_PART5;
events[2].flag = -FL_ACTIVATE;
events[3].time = 90;
events[3].entity = ALIEN_BOSS_PART6;
events[3].flag = -FL_ACTIVATE;
break;
case MISN_JUPITER:
events[0].time = 1;
events[0].entity = ALIEN_BOSS_PART1;
events[0].flag = -FL_ACTIVATE;
events[1].time = 2;
events[1].face = FS_URSULA;
/// Dialog (Ursula Lexx)
strcpy(events[1].message, _("It's a trap! My God! It's Tyler!"));
events[2].time = 3 + engine.radioLife/60;
events[2].face = FS_KRASS;
/// Dialog (Krass Tyler)
strcpy(events[2].message, _("I'm a mercenary, what do you expect?! WEAPCO hired me to do a job, just like you have been doing."));
events[3].time = 4 + 2*engine.radioLife/60;
events[3].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[3].message, _("Good point. It would be foolish to expect anything else."));
events[4].time = 15;
events[4].entity = ALIEN_BOSS_PART2;
events[4].flag = -FL_ACTIVATE;
events[5].time = 5 + 3*engine.radioLife/60;
events[5].face = FS_KRASS;
/// Dialog (Krass Tyler)
strcpy(events[5].message, _("Now if you'll assist me in dying quickly, I have a cheque to earn, boy..."));
events[6].time = 6 + 4*engine.radioLife/60;
events[6].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[6].message, _("I have a name, you know. Do you remember it?"));
events[7].time = 45;
events[7].entity = ALIEN_BOSS_PART3;
events[7].flag = -FL_ACTIVATE;
events[8].time = 45;
events[8].entity = ALIEN_BOSS_PART4;
events[8].flag = -FL_ACTIVATE;
break;
case MISN_EARTH:
events[0].time = 2;
events[0].face = FS_KLINE;
/// Dialog (Kline Kethlan)
strcpy(events[0].message, _("That's far enough, Bainfield. You've been lucky so far, but your luck is about to run out!"));
events[1].time = 3 + engine.radioLife/60;
events[1].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[1].message, _("Yeah, right! Like I'd lose to you after coming this far!"));
break;
case MISN_VENUS:
events[0].time = 2;
events[0].face = FS_CHRIS;
/// Dialog (Chris Bainfield)
strcpy(events[0].message, _("WEAPCO is finished, Kethlan! You have nowhere to run, nowhere to hide, and no one to help you."));
events[1].time = 3 + engine.radioLife/60;
events[1].face = FS_KLINE;
/// Dialog (Kline Kethlan)
strcpy(events[1].message, _("You underestimate me, Bainfield."));
if (game.difficulty == DIFFICULTY_ORIGINAL) {
events[1].entity = ALIEN_KLINE;
events[1].flag = -(FL_IMMORTAL | FL_NOMOVE | FL_NOFIRE);
}
break;
}
}
void events_check()
{
for (int i = 0 ; i < MAX_EVENTS ; i++)
{
if (engine.timeTaken == events[i].time)
{
if (strcmp(events[i].message, "") != 0)
{
radio_setMessage(events[i].face, events[i].message, 1);
}
if (events[i].entity > -1)
{
if (events[i].flag != -FL_ACTIVATE)
{
aliens[events[i].entity].flags += events[i].flag;
}
else
{
aliens[events[i].entity].active = 1;
aliens[events[i].entity].x = ((int)player.x +
RANDRANGE(400, 800));
aliens[events[i].entity].y = ((int)player.y +
RANDRANGE(-400, 800));
}
}
events[i].time = 0;
}
}
}
void events_sync()
{
for (int i = 0 ; i < MAX_EVENTS ; i++)
{
if (events[i].time < 0)
{
events[i].time = engine.timeTaken + abs(events[i].time);
}
}
}