1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310
|
#
# (C) Copyright 2001 Alexandre Courbot <alexandrecourbot@linuxgames.com>
# Part of the Adonthell Project http://adonthell.linuxgames.com
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY.
#
# See the COPYING file for more details
#
# -- Introduction sequence for Waste's Edge.
#
# Dirty, ugly, quickly made, random programmed.
from adonthell import *
# -- pygettext support
def _(message): return nls_translate (message)
def update_im (im, x):
if x <= -im.length (): x = x + im.length ()
else: x = x - 1
return x
def draw_im (im, x):
im.draw (x, 0, da)
if x < screen_length () - im.length (): im.draw (im.length () + x, 0, da)
# Our drawing area for the scrolling forest.
da = drawing_area ()
da.resize (screen_length (), screen_height ())
da.move (0, 0)
# The images...
im1 = image ()
im2 = image ()
im3 = image ()
bg = image ()
inn_close = image ()
talan = image ()
player = image ()
im1.load_raw ("gfx/cutscene/forest3.img")
im2.load_raw ("gfx/cutscene/forest2.img")
im2.set_mask (1)
im3.load_raw ("gfx/cutscene/forest1.img")
im3.set_mask (1)
bg.load_raw ("gfx/cutscene/intro_bg.img")
bg.set_alpha (0)
inn_close.load_raw ("gfx/cutscene/intro_inn.img")
inn_close.set_mask (1)
talan.load_raw ("gfx/cutscene/intro_talan.img")
talan.set_mask (1)
player.load_raw ("gfx/cutscene/player.img")
player.set_mask (1)
imblack = image ()
imblack.resize (screen_length (), screen_height ())
imblack.fillrect (0, 0, imblack.length (), imblack.height (), 0)
# ...their x coordinate...
x1 = 0
x2 = 0
x3 = 0
# ...and their delay time.
o1 = 0
o2 = 0
o3 = 0
# The text window.
theme = win_manager_get_theme ("original")
font = win_manager_get_font ("white")
cont = win_container ()
cont.resize (250, 100)
cont.move ((screen_length () - cont.length ())/2,
(screen_height () - cont.height ())/4)
cont.set_border (theme)
cont.set_background (theme)
cont.set_trans_background (1)
lab = win_label ()
lab.move (5, 5)
lab.resize (cont.length () - 10, cont.height () - 10)
lab.set_font (font)
lab.pack ()
cont.add (lab)
wintext = (_("One week out of Cirdanth, the trail had\nbecome hard. I had begun to wonder\ndays ago whether \
it could still be called\na trail, but it was the only way the\ncaravans had."),
_("There were no caravans now, only me,\nand I had seen few others on the road.\nEven those had \
become more scarce\nthe further I went."),
_("It was easy to see why."),
_("The Lady Silverhair, intent on her\nmission, had gone on ahead while I was\nleft to complete \
business in her name,\ntrusting me to follow in good speed."),
_("A lone Half-Elf may travel with much\nmore speed than an Elven lady and her\nservants, so she \
was now only a day\nahead. The thought nearly caused me\nto forget \
the harshness of the road."),
_("Still, Waste's Edge was a welcome sight."),
_("As you approach the trading post, there\nseems to be little sign of life. \
\n \nEventually you find the Redwyne Inn,\nwhich seems to be the main building\nhere."),
_("The heavy wooden doors are closed,\nand no one is there \
to let you in. As you\napproach the gate, you suddenly hear a voice from within."),
_(" \nSuddenly, it looked like the day would\nbe harder than I thought ..."))
cont.set_visible_background (0);
cont.set_visible_border (0);
cont.set_visible_all (1);
cont.set_activate (1)
# Images for the speech
bubbg = (0, image(), image())
bubbg[1].load_raw ("gfx/cutscene/intro_guard.img")
bubbg[2].load_raw ("gfx/cutscene/intro_player.img")
# Text for the speech
if gamedata_player () != None: myname = gamedata_player ().get_name ()
else: myname = "Banec"
bubtext = ((_("Halt! Stand and declare yourself, stranger!"), "red", 25, 5, 350, 1),
(_("I am ") + myname + _(", come as an agent for my employer. Tell me, is this the trading \
post of Waste's Edge?"), "yellow", 130, 5, 500, 2),
(_("That it is, but this is all you'll see of it."), "red", 25, 5, 300, 1),
(_("If you turn now and make haste, you should be able to make safe camping \
before dark."), "red", 25, 5, 400, 1),
(_("Turn back? Whatever for? And why is the gate of a free Inn locked \
against a footsore traveller?"), "yellow", 140, 20, 500, 0),
(_("I am sorry, traveller, but the Inn is barred and you must be off."), "red", 25, 5, 300, 0),
(_("There has been trouble inside and I have instructions to turn away all who \
need not be here."), "red", 25, 5, 400, 0),
(_("Trouble? Why then, I must get inside. My employer will need me close at \
hand!"), "yellow", 140, 30, 500, 0))
# The audio
audio_load_background (0, "audio/at-demo-2.ogg");
audio_load_background (1, "audio/at-demo-3.ogg");
audio_load_background (2, "audio/at-demo-4.ogg");
wintextocc = 0
wincpt = 0
windelay = 0
bgcpt = 0
bgy = 0
bgvelocity = 0.18
inny = 510
innvelocity = 0.4
ply = 843
plvelocity = 0.5
status = -1
letsexit = 0
screen_clear ()
gametime_start_action ()
audio_play_background (0)
while not input_has_been_pushed (SDLK_ESCAPE) and not input_has_been_pushed (SDLK_SPACE) and not letsexit:
# Update the stuff
input_update ()
for i in range (0, gametime_frames_to_skip ()):
# 1st part: forest scrolling and fade to the inn, with
#the text appearing letter-by-letter
if status < 4:
# Magic number
if o1 >= 4:
x1 = update_im (im1, x1)
o1 = 0
else: o1 = o1 + 1
# Magic number
if o2 >= 2:
x2 = update_im (im2, x2)
o2 = 0
else: o2 = o2 + 1
# Magic number
if o3 >= 1:
x3 = update_im (im3, x3)
o3 = 0
else: o3 = o3 + 1
# Update the label text
if wintextocc < len (wintext) - 1:
if wincpt < len (wintext[wintextocc]):
windelay = windelay + 1
if windelay >= 10:
if wincpt == 0: lab.set_text ("")
lab.add_text (wintext[wintextocc][wincpt])
if wintext[wintextocc][wincpt] == '.': windelay = -50
else: windelay = 0
wincpt = wincpt + 1
else:
windelay = windelay + 1
# Shall we fade to the Inn view?
if status == 0 and wintextocc == 5 and windelay == - 250: status = 1
else:
wintextocc = wintextocc + 1
wincpt = 0
windelay = -500
else:
# Switch to close inn view?
if windelay == -300:
audio_play_background (2)
status = 4
windelay = 0
wintextocc = 0
else: windelay = windelay + 1
cont.update ()
# Fade to the forest
if status == -1:
if (imblack.alpha ()) > 0:
imblack.set_alpha (imblack.alpha () - 1)
else: status = 0
# Fade to the Inn view.
if status == 1:
if (bg.alpha ()) < 255:
bg.set_alpha (bg.alpha () + 1)
if bg.alpha () == 255:
# Start scrolling
status = 2
audio_play_background (1)
if status == 2:
if inny > - (inn_close.height () - screen_height ()):
bgy = bgy + bgvelocity
inny = inny - innvelocity
ply = ply - plvelocity
else: status = 3
# 2nd part: speech between Talan and the player.
if status == 4:
if windelay >= 0 and wintextocc < len (bubtext):
windelay = -bubtext[wintextocc][4]
bub = text_bubble (bubtext[wintextocc][0], bubtext[wintextocc][1], "original")
bub.move (bubtext[wintextocc][2], bubtext[wintextocc][3])
windelay = windelay + 1
currentbg = bubtext[wintextocc][5]
else:
windelay = windelay + 1
if windelay >= 0:
wintextocc = wintextocc + 1
if wintextocc == len (bubtext):
status = 5
wintextocc = len (wintext) - 1
wincpt = 0
windelay = 0
lab.set_text ("")
if status == 5:
if wincpt < len (wintext[wintextocc]):
windelay = windelay + 2
if windelay >= 10:
lab.add_text (wintext[wintextocc][wincpt])
wincpt = wincpt + 1
windelay = 0
else:
windelay = windelay + 1
# Shall we fade to the Inn view?
if windelay == 500: letsexit = 1
# Draw the entire scene
if status < 2:
draw_im (im1, x1)
draw_im (im2, x2)
draw_im (im3, x3)
if status > 0 and status < 4:
bg.draw (0, int(-bgy), da)
inn_close.draw (0, int(inny), da)
player.draw (167, int(ply), da)
if status == -1:
imblack.draw (0, 0)
if status >= 4:
if currentbg == 0:
bg.draw (0, int(-bgy), da)
inn_close.draw (0, int(inny), da)
player.draw (167, int(ply), da)
talan.draw (51, 39)
else: bubbg[currentbg].draw (0, 0)
if status == 4: bub.draw ()
if status != 4:
cont.draw ()
screen_show ()
gametime_update ()
audio_unload_background (0)
audio_unload_background (1)
audio_unload_background (2)
# Avoid a bad crash...
cont.remove (lab)
|