starfighter/src/script.cpp

318 lines
6.9 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#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();
}