324 lines
6.6 KiB
C++
324 lines
6.6 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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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 2
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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char greet[][50] = {
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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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#if USEPACK
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int dataLocation = locateDataInPak(filename, 0);
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if (dataLocation == -1)
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return;
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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#else
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fp = fopen(filename, "rb");
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if (fp == NULL)
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return;
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#endif
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fscanf(fp, "%d ", &time);
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while (time != 0)
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{
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fscanf(fp, "%s %d %d ", face, &entity, &flags);
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fscanf(fp, "%[^\n]%*c", message);
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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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fscanf(fp, "%d ", &time);
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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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#if USEPACK
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int dataLocation = locateDataInPak(string, 1);
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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#else
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fp = fopen(string, "rb");
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#endif
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// Load in the specified background
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fscanf(fp, "%s", string);
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loadBackground(string);
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// Set the star speed
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fscanf(fp, "%f %f", &sx, &sy);
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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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for (int i = 0 ; i < 15 ; i++)
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{
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fscanf(fp, "%d %d %f %f %f", &index, &shape, &x, &y, &speed);
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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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for (int i = 0 ; i < 10 ; i++)
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{
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fscanf(fp, "%s%*c", face);
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fscanf(fp, "%[^\n]", string);
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if (strcmp(string, "@none@") == 0)
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break;
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cutMessage[i].face = getFace(face);
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strcpy(cutMessage[i].message, string);
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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[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
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engine.ssx = -0.5;
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engine.ssy = 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;
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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 > 850)
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{
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enemy[i].x = -50;
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enemy[i].y = rand() % 560;
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}
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if (enemy[i].y < -50)
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enemy[i].y = 650;
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if (enemy[i].y > 650)
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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, (800 - messageBox->w) / 2, 500);
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delayFrame();
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if (engine.keyState[SDLK_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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