312 lines
6.7 KiB
C++
312 lines
6.7 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2012, 2015 Julian Marchant
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Starfighter.h"
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static cutMsg cutMessage[10];
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static event gameEvent[10];
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static void setKlineGreeting()
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{
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static const char *greet[] = {
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"How nice to see you again, Bainfield!",
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"It all ends here, rebel!",
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"I hope you won't disappoint me this time...",
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"Do you really think you can defeat us?!"
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};
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gameEvent[0].time = 2;
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gameEvent[0].face = FACE_KLINE;
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strcpy(gameEvent[0].message, greet[rand() % 4]);
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gameEvent[0].entity = -1;
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gameEvent[0].flag = 0;
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}
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void loadScriptEvents()
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{
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for (int i = 0 ; i < 10 ; i++)
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{
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gameEvent[i].time = 0;
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strcpy(gameEvent[i].message, "");
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gameEvent[i].entity = -1;
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gameEvent[i].flag = 0;
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}
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if ((currentGame.area == 27) && (enemy[WC_KLINE].classDef == CD_KLINE))
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setKlineGreeting();
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char filename[255];
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sprintf(filename, "data/script%d.txt", currentGame.area);
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FILE *fp;
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int i = 0;
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int time, entity, flags;
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char face[255], message[255];
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fp = fopen(filename, "rb");
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if (fp == NULL)
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return;
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while (fscanf(fp, "%d %s %d %d ", &time, face, &entity, &flags) == 4)
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{
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if (fscanf(fp, "%[^\n]%*c", message) < 1)
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strcpy(message, "Error: Text missing");
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gameEvent[i].time = time;
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gameEvent[i].face = getFace(face);
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gameEvent[i].entity = entity;
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gameEvent[i].flag = flags;
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strcpy(gameEvent[i].message, message);
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i++;
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}
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fclose(fp);
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}
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void checkScriptEvents()
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{
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for (int i = 0 ; i < 10 ; i++)
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{
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if (engine.timeTaken == gameEvent[i].time)
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{
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if (strcmp(gameEvent[i].message, "@none@") != 0)
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{
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setRadioMessage(gameEvent[i].face, gameEvent[i].message, 1);
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}
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if (gameEvent[i].entity > -1)
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{
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if (gameEvent[i].flag != -FL_ACTIVATE)
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{
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enemy[gameEvent[i].entity].flags += gameEvent[i].flag;
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}
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else
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{
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enemy[gameEvent[i].entity].active = true;
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enemy[gameEvent[i].entity].x = rrand((int)player.x + 400, (int)player.x + 800);
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enemy[gameEvent[i].entity].y = rrand((int)player.y - 400, (int)player.y + 800);
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}
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}
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gameEvent[i].time = 0;
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}
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}
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}
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void syncScriptEvents()
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{
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for (int i = 0 ; i < 10 ; i++)
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{
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if (gameEvent[i].time < 0)
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{
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gameEvent[i].time = engine.timeTaken + abs(gameEvent[i].time);
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}
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}
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}
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static void setScene(int scene)
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{
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FILE *fp;
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char string[255], face[255];
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float sx, sy, x, y, speed;
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int index, shape;
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sprintf(string, "data/cutscene%d.dat", scene);
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fp = fopen(string, "rb");
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// Load in the specified background
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if (fscanf(fp, "%s", string) < 1)
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{
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printf("Warning: didn't find a background definition for \"%s\"\n", string);
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strcpy(string, "gfx/spirit.jpg");
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}
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loadBackground(string);
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// Set the star speed
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if (fscanf(fp, "%f %f", &sx, &sy) < 2)
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printf("Warning: failed to read star speed data for cutscene");
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engine.ssx = sx;
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engine.ssy = sy;
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// Read in the specs for each ship
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while (fscanf(fp, "%d %d %f %f %f", &index, &shape, &x, &y, &speed) == 5)
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{
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if (x < 0) x = (rand() % abs((int)x));
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if (y < 0) y = (rand() % abs((int)y));
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if (speed <= -1) speed = 1 + (rand() % abs((int)speed));
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if (shape > -1)
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{
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enemy[index].image[0] = shipShape[shape];
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enemy[index].x = x;
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enemy[index].y = y;
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enemy[index].dx = speed;
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enemy[index].active = true;
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}
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}
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// And finally read in the messages
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index = 0;
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while (fscanf(fp, "%s%*c %[^\n]", face, string) == 2)
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{
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if (strcmp(string, "@none@") == 0)
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break;
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cutMessage[index].face = getFace(face);
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strcpy(cutMessage[index].message, string);
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index++;
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}
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fclose(fp);
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}
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void doCutscene(int scene)
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{
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clearScreen(black);
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updateScreen();
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clearScreen(black);
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engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
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engine.ssx = -0.5;
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engine.ssy = 0;
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engine.smx = 0;
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engine.smy = 0;
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flushBuffer();
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freeGraphics();
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resetLists();
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loadGameGraphics();
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for (int i = 0 ; i < 15 ; i++)
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{
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enemy[i] = defEnemy[0];
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enemy[i].face = 0;
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enemy[i].active = false;
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}
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for (int i = 0 ; i < 10 ; i++)
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{
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strcpy(cutMessage[i].message, "");
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cutMessage[i].face = -1;
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}
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setScene(scene);
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/*
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Because we can fiddle with the images, we need to set the engines to
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the correct places on the craft. Otherwise it will look wrong
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*/
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for (int i = 0 ; i < 15 ; i++)
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{
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enemy[i].engineX = enemy[i].image[0]->w;
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enemy[i].engineY = (enemy[i].image[0]->h / 2);
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}
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bool showMessage = false;
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signed char currentMessage = -1;
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int timer = 60 * 4;
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drawBackGround();
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SDL_Surface *face;
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flushInput();
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while (true)
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{
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updateScreen();
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unBuffer();
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getPlayerInput();
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doStarfield();
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doExplosions();
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for (int i = 0 ; i < 15 ; i++)
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{
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if (enemy[i].active)
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{
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addEngine(&enemy[i]);
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if (scene == 0 && i > 0 && (timer % 15) == i) {
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enemy[i].dx += (drand48() - 0.5) * 0.1;
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enemy[i].dy += (drand48() - 0.5) * 0.1;
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if (enemy[i].x > 500 - timer)
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enemy[i].dx -= 0.2;
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if (enemy[i].x < 0)
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enemy[i].dx += 0.2;
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}
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enemy[i].x += enemy[i].dx;
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enemy[i].y += enemy[i].dy;
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enemy[i].x += engine.ssx + engine.smx;
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blit(enemy[i].image[0], (int)enemy[i].x, (int)enemy[i].y);
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if (enemy[i].x > (screen->w + 50))
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{
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enemy[i].x = -50;
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enemy[i].y = rand() % (screen->h - 40);
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}
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if (enemy[i].y < -50)
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enemy[i].y = (screen->h + 50);
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if (enemy[i].y > (screen->h + 50))
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enemy[i].y = -50;
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}
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}
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timer--;
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if (timer == 0)
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{
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showMessage = !showMessage;
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timer = 120;
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if (showMessage)
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{
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timer = 60 * 7;
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currentMessage++;
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if (currentMessage == 10)
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break;
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if (strcmp(cutMessage[currentMessage].message, "") == 0)
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break;
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face = NULL;
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if (cutMessage[currentMessage].face != -1)
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face = shape[cutMessage[currentMessage].face];
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createMessageBox(face, cutMessage[currentMessage].message, 0);
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}
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}
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if ((showMessage) && (messageBox != NULL))
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blit(messageBox, (screen->w - messageBox->w) / 2, screen->h - 100);
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drawString("Press [Escape] to skip", -1, 580, FONT_WHITE);
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delayFrame();
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if (engine.keyState[KEY_ESCAPE])
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break;
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}
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flushBuffer();
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freeGraphics();
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clearScreen(black);
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updateScreen();
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}
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