2011-08-24 14:14:44 +02:00
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/*
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Copyright (C) 2003 Parallel Realities
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2015-03-01 21:37:32 +01:00
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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2016-01-08 03:32:40 +01:00
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Copyright (C) 2012, 2015, 2016 onpon4 <onpon4@riseup.net>
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2011-08-24 14:14:44 +02:00
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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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2015-02-26 17:20:36 +01:00
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as published by the Free Software Foundation; either version 3
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2011-08-24 14:14:44 +02:00
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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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2015-02-26 17:20:36 +01:00
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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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2011-08-24 14:14:44 +02:00
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You should have received a copy of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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2011-08-24 14:14:44 +02:00
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*/
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2011-08-26 21:29:04 +02:00
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#include "Starfighter.h"
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object player;
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2015-04-08 01:16:46 +02:00
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bool player_chargerFired = false;
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2011-08-24 14:14:44 +02:00
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/*
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Initialises the player for a new game.
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*/
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void initPlayer()
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{
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2011-08-26 16:14:58 +02:00
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player.active = true;
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2012-03-14 16:54:48 +01:00
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player.x = screen->w / 2;
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player.y = screen->h / 2;
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2011-08-24 14:14:44 +02:00
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player.speed = 2;
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player.systemPower = player.maxShield;
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player.face = 0;
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2016-01-04 22:34:29 +01:00
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player.image[0] = gfx_shipSprites[SS_FIREFLY];
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player.image[1] = gfx_shipSprites[SS_FIREFLY_L];
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2011-08-24 14:14:44 +02:00
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player.engineX = player.image[0]->w;
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player.engineY = (player.image[0]->h / 2);
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player.owner = &player;
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player.flags = FL_FRIEND;
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player.weaponType[0] = W_PLAYER_WEAPON;
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2015-05-21 01:41:43 +02:00
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if (weapon[W_PLAYER_WEAPON].ammo[0] < game.minPlasmaOutput)
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weapon[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
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if (weapon[W_PLAYER_WEAPON].damage < game.minPlasmaDamage)
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weapon[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
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if (weapon[W_PLAYER_WEAPON].reload[0] > rate2reload[game.minPlasmaRate])
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate];
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2011-08-24 14:14:44 +02:00
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player.hit = 0;
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2015-02-27 04:35:49 +01:00
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engine.lowShield = (player.maxShield >= 3) ? (player.maxShield / 3) : 1;
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2011-08-24 14:14:44 +02:00
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engine.averageShield = engine.lowShield + engine.lowShield;
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2015-03-28 18:59:33 +01:00
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if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
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2011-08-29 09:10:50 +02:00
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player.ammo[1] = 0;
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}
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2015-03-07 05:18:31 +01:00
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void player_setTarget(int index)
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{
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engine.targetIndex = index;
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engine.targetShield = 85;
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2015-03-07 15:42:24 +01:00
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engine.targetShield /= aliens[index].shield;
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2015-03-07 05:18:31 +01:00
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}
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2015-04-24 22:37:55 +02:00
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void player_checkShockDamage(float x, float y)
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2015-04-07 22:09:17 +02:00
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{
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2015-04-24 22:37:55 +02:00
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float distX = fabsf(x - player.x);
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float distY = fabsf(y - player.y);
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2015-04-07 22:09:17 +02:00
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// Don't let the player be hurt by an explosion after they have completed
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// all the mission objectives. That would be *really* annoying!
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if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
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2015-04-24 22:37:55 +02:00
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return;
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2015-04-07 22:09:17 +02:00
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if ((distX <= 50) && (distY <= 50))
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{
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if (distX >= 1)
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distX /= 5;
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if (distY >= 1)
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distY /= 5;
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player.shield -= (int)(10 - distX);
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player.shield -= (int)(10 - distY);
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 10;
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}
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}
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2011-08-29 09:10:50 +02:00
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void exitPlayer()
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{
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2015-04-08 01:16:46 +02:00
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player_chargerFired = false;
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2015-03-01 02:20:36 +01:00
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2015-03-28 18:59:33 +01:00
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if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
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2011-08-29 09:10:50 +02:00
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player.ammo[1] = 0;
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2011-08-24 14:14:44 +02:00
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}
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void flushInput()
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{
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2013-09-30 16:52:43 +02:00
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for (int i = 0; i < KEY_LAST; i++)
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2011-08-24 14:14:44 +02:00
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engine.keyState[i] = 0;
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while (SDL_PollEvent(&engine.event)){}
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}
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2013-09-30 16:52:43 +02:00
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static enum keys mapkey(uint32_t code) {
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switch (code) {
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case SDLK_UP:
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2015-03-04 01:28:15 +01:00
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case SDLK_KP_8:
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2013-09-30 16:52:43 +02:00
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return KEY_UP;
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case SDLK_DOWN:
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2015-03-04 01:28:15 +01:00
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case SDLK_KP_2:
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case SDLK_KP_5:
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2013-09-30 16:52:43 +02:00
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return KEY_DOWN;
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case SDLK_LEFT:
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2015-03-04 01:28:15 +01:00
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case SDLK_KP_4:
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2013-09-30 16:52:43 +02:00
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return KEY_LEFT;
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case SDLK_RIGHT:
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2015-03-04 01:28:15 +01:00
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case SDLK_KP_6:
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2013-09-30 16:52:43 +02:00
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return KEY_RIGHT;
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case SDLK_LCTRL:
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case SDLK_RCTRL:
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2015-02-28 01:23:19 +01:00
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case SDLK_RETURN:
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2015-03-04 01:28:15 +01:00
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case SDLK_z:
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2015-04-07 21:19:14 +02:00
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case SDLK_y:
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2015-03-04 01:28:15 +01:00
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case SDLK_c:
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case SDLK_a:
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2015-03-07 23:13:37 +01:00
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case SDLK_d:
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case SDLK_f:
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2015-03-04 01:28:15 +01:00
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case SDLK_SLASH:
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case SDLK_COMMA:
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case SDLK_1:
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case SDLK_3:
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case SDLK_KP_0:
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2013-09-30 16:52:43 +02:00
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return KEY_FIRE;
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case SDLK_SPACE:
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2015-03-04 01:28:15 +01:00
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case SDLK_x:
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case SDLK_s:
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case SDLK_PERIOD:
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case SDLK_2:
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case SDLK_KP_1:
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2013-09-30 16:52:43 +02:00
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return KEY_ALTFIRE;
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case SDLK_LSHIFT:
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case SDLK_RSHIFT:
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2015-03-04 01:28:15 +01:00
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case SDLK_LALT:
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case SDLK_RALT:
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case SDLK_KP_7:
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case SDLK_KP_9:
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2013-09-30 16:52:43 +02:00
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return KEY_SWITCH;
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case SDLK_p:
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return KEY_PAUSE;
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case SDLK_ESCAPE:
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2015-03-04 01:28:15 +01:00
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case SDLK_q:
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case SDLK_BACKSPACE:
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2013-09-30 16:52:43 +02:00
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return KEY_ESCAPE;
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case SDLK_F11:
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return KEY_FULLSCREEN;
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default:
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return KEY_DUMMY;
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}
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}
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2011-08-24 14:14:44 +02:00
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void getPlayerInput()
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{
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2013-07-10 21:37:08 +02:00
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while (SDL_PollEvent(&engine.event))
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2011-08-24 14:14:44 +02:00
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{
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switch (engine.event.type)
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{
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case SDL_QUIT:
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exit(0);
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (engine.gameSection == SECTION_INTERMISSION)
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{
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2013-09-30 16:52:43 +02:00
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if (engine.event.button.button == SDL_BUTTON_LEFT) engine.keyState[KEY_FIRE] = 1;
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if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[KEY_ALTFIRE] = 1;
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2011-08-24 14:14:44 +02:00
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}
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break;
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case SDL_KEYDOWN:
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2013-09-30 16:52:43 +02:00
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engine.keyState[mapkey(engine.event.key.keysym.sym)] = 1;
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2011-08-24 14:14:44 +02:00
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if (engine.gameSection != SECTION_GAME)
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2011-08-26 16:14:58 +02:00
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engine.paused = false;
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2011-08-24 14:14:44 +02:00
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break;
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case SDL_KEYUP:
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2015-02-27 01:27:38 +01:00
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if (engine.event.key.keysym.sym != SDLK_p)
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2013-09-30 16:52:43 +02:00
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engine.keyState[mapkey(engine.event.key.keysym.sym)] = 0;
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2011-08-24 14:14:44 +02:00
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break;
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2013-07-10 21:37:08 +02:00
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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switch (engine.event.jbutton.button)
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{
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case 0:
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2015-03-02 01:59:27 +01:00
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case 3:
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_ALTFIRE] = engine.event.jbutton.state;
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2013-07-10 21:37:08 +02:00
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break;
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2015-03-02 01:59:27 +01:00
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case 1:
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2013-07-10 21:37:08 +02:00
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case 2:
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2015-03-02 01:59:27 +01:00
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engine.keyState[KEY_FIRE] = engine.event.jbutton.state;
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break;
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case 4:
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case 6:
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engine.keyState[KEY_ESCAPE] = engine.event.jbutton.state;
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break;
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case 5:
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case 7:
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case 8:
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_SWITCH] = engine.event.jbutton.state;
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2013-07-10 21:37:08 +02:00
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break;
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2015-03-02 01:59:27 +01:00
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case 9:
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if (engine.event.jbutton.state)
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engine.keyState[KEY_PAUSE] = 1;
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break;
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2013-07-10 21:37:08 +02:00
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}
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break;
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case SDL_JOYHATMOTION:
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_UP] = engine.event.jhat.value & SDL_HAT_UP;
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engine.keyState[KEY_DOWN] = engine.event.jhat.value & SDL_HAT_DOWN;
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engine.keyState[KEY_LEFT] = engine.event.jhat.value & SDL_HAT_LEFT;
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engine.keyState[KEY_RIGHT] = engine.event.jhat.value & SDL_HAT_RIGHT;
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2013-07-10 21:37:08 +02:00
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break;
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case SDL_JOYAXISMOTION:
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2013-07-13 15:10:29 +02:00
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static bool prevjoyup, prevjoydown, prevjoyleft, prevjoyright;
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2013-07-10 21:37:08 +02:00
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if (engine.event.jaxis.axis & 1) {
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2013-07-13 15:10:29 +02:00
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bool joyup = engine.event.jaxis.value < -16384;
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bool joydown = engine.event.jaxis.value >= 16384;
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if(joyup != prevjoyup)
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_UP] = prevjoyup = joyup;
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2013-07-13 15:10:29 +02:00
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if(joydown != prevjoydown)
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_DOWN] = prevjoydown = joydown;
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2013-07-10 21:37:08 +02:00
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} else {
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2013-07-13 15:10:29 +02:00
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bool joyleft = engine.event.jaxis.value < -16384;
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bool joyright = engine.event.jaxis.value >= 16384;
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if(joyleft != prevjoyleft)
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_LEFT] = prevjoyleft = joyleft;
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2013-07-13 15:10:29 +02:00
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if(joyright != prevjoyright)
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_RIGHT] = prevjoyright = joyright;
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2013-07-10 21:37:08 +02:00
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}
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break;
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2015-05-22 00:30:23 +02:00
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case SDL_WINDOWEVENT:
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2015-05-22 00:49:04 +02:00
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if (engine.autoPause &&
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(engine.event.window.event == SDL_WINDOWEVENT_FOCUS_LOST))
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engine.paused = true;
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2015-05-22 00:30:23 +02:00
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break;
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2011-08-24 14:14:44 +02:00
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}
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2011-09-05 22:13:11 +02:00
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2013-09-30 16:52:43 +02:00
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if (engine.keyState[KEY_FULLSCREEN])
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2011-09-05 22:13:11 +02:00
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{
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engine.fullScreen = !engine.fullScreen;
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2013-09-30 16:52:43 +02:00
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SDL_SetWindowFullscreen(window, engine.fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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engine.keyState[KEY_FULLSCREEN] = 0;
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2011-09-05 22:13:11 +02:00
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}
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2011-08-24 14:14:44 +02:00
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}
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2013-07-10 21:54:14 +02:00
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if (engine.gameSection == SECTION_INTERMISSION)
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{
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// Get the current mouse position
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static int px = -1, py = -1;
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2015-07-05 06:31:36 +02:00
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int x, y, w, h;
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2013-07-10 21:54:14 +02:00
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SDL_GetMouseState(&x, &y);
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2015-07-05 06:31:36 +02:00
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SDL_GetWindowSize(window, &w, &h);
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2016-01-04 02:41:48 +01:00
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x = screen->w * x / w;
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y = screen->h * y / h;
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2013-07-10 21:54:14 +02:00
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if (px == x && py == y) {
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2013-09-30 16:52:43 +02:00
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if(engine.keyState[KEY_UP] && engine.cursor_y > 0)
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2013-07-10 21:54:14 +02:00
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engine.cursor_y -= 4;
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2013-09-30 16:52:43 +02:00
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if(engine.keyState[KEY_DOWN] && engine.cursor_y < screen->h - 4)
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2013-07-10 21:54:14 +02:00
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engine.cursor_y += 4;
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2013-09-30 16:52:43 +02:00
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if(engine.keyState[KEY_LEFT] && engine.cursor_x > 0)
|
2013-07-10 21:54:14 +02:00
|
|
|
engine.cursor_x -= 4;
|
2013-09-30 16:52:43 +02:00
|
|
|
if(engine.keyState[KEY_RIGHT] && engine.cursor_x < screen->w - 4)
|
2013-07-10 21:54:14 +02:00
|
|
|
engine.cursor_x += 4;
|
|
|
|
} else {
|
|
|
|
engine.cursor_x = px = x;
|
|
|
|
engine.cursor_y = py = y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-24 14:14:44 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void leaveSector()
|
|
|
|
{
|
2015-03-29 22:49:33 +02:00
|
|
|
engine.keyState[KEY_UP] = 0;
|
|
|
|
engine.keyState[KEY_DOWN] = 0;
|
|
|
|
engine.keyState[KEY_LEFT] = 0;
|
|
|
|
engine.keyState[KEY_RIGHT] = 0;
|
|
|
|
engine.keyState[KEY_FIRE] = 0;
|
|
|
|
engine.keyState[KEY_ALTFIRE] = 0;
|
2011-08-24 14:14:44 +02:00
|
|
|
|
|
|
|
if (engine.done == 0)
|
|
|
|
engine.done = 3;
|
|
|
|
|
|
|
|
if (engine.done == 3)
|
|
|
|
{
|
|
|
|
player.face = 0;
|
|
|
|
if (player.x > -100)
|
|
|
|
{
|
|
|
|
player.x += engine.ssx;
|
|
|
|
engine.ssx -= 1;
|
2015-02-26 20:18:27 +01:00
|
|
|
if (player.y > screen->h / 2)
|
2011-08-24 14:14:44 +02:00
|
|
|
player.y--;
|
2015-02-26 20:18:27 +01:00
|
|
|
if (player.y < screen->h / 2)
|
2011-08-24 14:14:44 +02:00
|
|
|
player.y++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player.x <= -100)
|
|
|
|
{
|
|
|
|
engine.done = 2;
|
2015-03-08 15:38:58 +01:00
|
|
|
audio_playSound(SFX_FLY, screen->w / 2);
|
2011-08-24 14:14:44 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (engine.done == 2)
|
|
|
|
{
|
|
|
|
player.face = 0;
|
|
|
|
player.x += 12;
|
|
|
|
engine.ssx -= 0.2;
|
2012-03-12 04:16:56 +01:00
|
|
|
if (player.x > (2 * screen->w))
|
2011-08-24 14:14:44 +02:00
|
|
|
engine.done = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|