starfighter/src/script.cpp

312 lines
6.4 KiB
C++

/*
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()
{
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 < 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];
sprintf(filename, "data/script%d.txt", currentGame.area);
FILE *fp;
int i = 0;
int time, entity, flags;
char face[255], message[255];
fp = fopen(filename, "rb");
if (fp == NULL)
return;
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;
sprintf(string, "data/cutscene%d.dat", scene);
fp = fopen(string, "rb");
// 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] = 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)
{
clearScreen(black);
updateScreen();
clearScreen(black);
engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
engine.ssx = -0.5;
engine.ssy = 0;
flushBuffer();
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;
drawBackGround();
SDL_Surface *face;
flushInput();
while (true)
{
updateScreen();
unBuffer();
getPlayerInput();
doStarfield();
doExplosions();
for (int i = 0 ; i < 15 ; i++)
{
if (enemy[i].active)
{
addEngine(&enemy[i]);
if (scene == 0 && i > 0 && (timer % 15) == i) {
enemy[i].dx += (drand48() - 0.5) * 0.1;
enemy[i].dy += (drand48() - 0.5) * 0.1;
if (enemy[i].x > 500 - timer)
enemy[i].dx -= 0.2;
if (enemy[i].x < 0)
enemy[i].dx += 0.2;
}
enemy[i].x += enemy[i].dx;
enemy[i].y += enemy[i].dy;
enemy[i].x += engine.ssx;
blit(enemy[i].image[0], (int)enemy[i].x, (int)enemy[i].y);
if (enemy[i].x > (screen->w + 50))
{
enemy[i].x = -50;
enemy[i].y = rand() % (screen->h - 40);
}
if (enemy[i].y < -50)
enemy[i].y = (screen->h + 50);
if (enemy[i].y > (screen->h + 50))
enemy[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))
blit(messageBox, (screen->w - messageBox->w) / 2, screen->h - 100);
drawString("Press [Escape] to skip", -1, 580, FONT_WHITE);
delayFrame();
if (engine.keyState[KEY_ESCAPE])
break;
}
flushBuffer();
freeGraphics();
clearScreen(black);
updateScreen();
}