starfighter/src/player.c

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2012, 2015-2020 Layla Marchant <diligentcircle@riseup.net>
This program is free software; you can redistribute it and/or
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
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
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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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#include <math.h>
#include <stdlib.h>
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#include "SDL.h"
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#include "defs.h"
#include "structs.h"
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#include "alien.h"
#include "audio.h"
#include "engine.h"
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#include "colors.h"
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#include "game.h"
#include "gfx.h"
#include "info.h"
#include "player.h"
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#include "renderer.h"
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#include "screen.h"
#include "weapons.h"
#include "window.h"
Object player;
int player_chargerFired = 0;
int player_damageDelay = 0;
int player_resetDamageDelay = 0;
/*
Initialises the player for a new game.
*/
void player_init()
{
player.active = 1;
player.x = screen->w / 2;
player.y = screen->h / 2;
player.speed = 2;
player.systemPower = player.maxShield;
player.face = 0;
player.image[0] = gfx_shipSprites[SS_FIREFLY];
player.image[1] = gfx_shipSprites[SS_FIREFLY_L];
player.engineX = player.image[0]->w;
player.engineY = (player.image[0]->h / 2);
player.owner = &player;
player.flags = FL_FRIEND;
player.weaponType[0] = W_PLAYER_WEAPON;
if (weapons[W_PLAYER_WEAPON].ammo[0] < game.minPlasmaOutput)
weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
if (weapons[W_PLAYER_WEAPON].damage < game.minPlasmaDamage)
weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
if (weapons[W_PLAYER_WEAPON].reload[0] > rate2reload[game.minPlasmaRate])
weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate];
player.hit = 0;
engine.lowShield = (player.maxShield >= 3) ? (player.maxShield / 3) : 1;
engine.averageShield = engine.lowShield + engine.lowShield;
if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
player.ammo[1] = 0;
}
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void player_setTarget(int index)
{
engine.targetIndex = index;
}
/*
Attempt to damage the player by ``amount``. If ``delay`` is specified,
delay any damage dealt by that number of frames (i.e. require that
number of frames of continuous damage before it registers).
Return 1 if damage is inflicted, 0 otherwise.
*/
void player_damage(int amount, int delay)
{
int oldshield = player.shield;
player_resetDamageDelay = 0;
if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0) &&
((!player.hit) ||
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(game.difficulty == DIFFICULTY_ORIGINAL) ||
((player.shield != engine.lowShield) &&
(player.shield != 1))))
{
if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
(player_damageDelay >= delay))
{
player.shield -= amount;
LIMIT(player.shield, 0, player.maxShield);
player.hit = 5; // Damage flash timer
audio_playSound(SFX_HIT, player.x, player.y);
// Damage tiers (not in Classic mode)
if ((oldshield > engine.lowShield) &&
(player.shield <= engine.lowShield))
{
info_setLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
if (game.difficulty != DIFFICULTY_ORIGINAL)
{
player.shield = engine.lowShield;
player_damageDelay = 0;
}
}
else if ((oldshield > 1) && (player.shield <= 1))
{
info_setLine("!!! WARNING: SHIELD CRITICAL !!!", FONT_RED);
if (game.difficulty != DIFFICULTY_ORIGINAL)
{
player.shield = 1;
player_damageDelay = 0;
}
}
}
else
{
player_damageDelay += amount;
}
}
}
void player_checkShockDamage(float x, float y)
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{
float distX = fabsf(x - player.x);
float distY = fabsf(y - player.y);
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// Don't let the player be hurt by an explosion after they have completed
// all the mission Objectives. That would be *really* annoying!
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if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
return;
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if ((distX <= 50) && (distY <= 50))
{
if (distX >= 1)
distX /= 5;
if (distY >= 1)
distY /= 5;
player_damage((int)((10 - distX) + (10 - distY)), 0);
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player.hit = 10;
}
}
void player_exit()
{
player_chargerFired = 0;
if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
player.ammo[1] = 0;
}
void player_flushInput()
{
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for (int i = 0; i < KEY_LAST; i++)
engine.keyState[i] = 0;
while (SDL_PollEvent(&engine.event)){}
}
static enum keys mapkey(int code) {
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switch (code) {
case SDLK_UP:
case SDLK_KP_8:
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return KEY_UP;
case SDLK_DOWN:
case SDLK_KP_2:
case SDLK_KP_5:
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return KEY_DOWN;
case SDLK_LEFT:
case SDLK_KP_4:
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return KEY_LEFT;
case SDLK_RIGHT:
case SDLK_KP_6:
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return KEY_RIGHT;
case SDLK_LCTRL:
case SDLK_RCTRL:
case SDLK_RETURN:
case SDLK_z:
case SDLK_y:
case SDLK_c:
case SDLK_a:
case SDLK_d:
case SDLK_f:
case SDLK_SLASH:
case SDLK_COMMA:
case SDLK_1:
case SDLK_3:
case SDLK_KP_0:
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case SDLK_HOME:
case SDLK_END:
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return KEY_FIRE;
case SDLK_SPACE:
case SDLK_x:
case SDLK_s:
case SDLK_PERIOD:
case SDLK_2:
case SDLK_KP_1:
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case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
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return KEY_ALTFIRE;
case SDLK_LSHIFT:
case SDLK_RSHIFT:
case SDLK_LALT:
case SDLK_RALT:
case SDLK_KP_7:
case SDLK_KP_9:
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return KEY_SWITCH;
case SDLK_p:
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case SDLK_PAUSE:
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return KEY_PAUSE;
case SDLK_ESCAPE:
case SDLK_q:
case SDLK_BACKSPACE:
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case SDLK_DELETE:
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return KEY_ESCAPE;
case SDLK_F11:
return KEY_FULLSCREEN;
default:
return KEY_DUMMY;
}
}
void player_getInput()
{
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double val;
static int px = -1, py = -1;
int x, y, w, h;
while (SDL_PollEvent(&engine.event))
{
switch (engine.event.type)
{
case SDL_QUIT:
exit(0);
break;
case SDL_MOUSEBUTTONDOWN:
if (engine.gameSection == SECTION_INTERMISSION)
{
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if (engine.event.button.button == SDL_BUTTON_LEFT) engine.keyState[KEY_FIRE] = 1;
if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[KEY_ALTFIRE] = 1;
}
break;
case SDL_KEYDOWN:
if (!engine.event.key.repeat)
{
engine.keyState[mapkey(engine.event.key.keysym.sym)] = 1;
if (engine.gameSection != SECTION_GAME)
engine.paused = 0;
}
break;
case SDL_KEYUP:
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if (engine.event.key.keysym.sym != SDLK_p)
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engine.keyState[mapkey(engine.event.key.keysym.sym)] = 0;
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
switch (engine.event.jbutton.button)
{
case 0:
case 3:
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engine.keyState[KEY_ALTFIRE] = engine.event.jbutton.state;
break;
case 1:
case 2:
engine.keyState[KEY_FIRE] = engine.event.jbutton.state;
break;
case 4:
case 6:
engine.keyState[KEY_ESCAPE] = engine.event.jbutton.state;
break;
case 5:
case 7:
case 8:
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engine.keyState[KEY_SWITCH] = engine.event.jbutton.state;
break;
case 9:
if (engine.event.jbutton.state)
engine.keyState[KEY_PAUSE] = 1;
break;
}
break;
case SDL_JOYHATMOTION:
engine.keyState[KEY_UP] = (engine.event.jhat.value & SDL_HAT_UP ? 1 : 0);
engine.keyState[KEY_DOWN] = (engine.event.jhat.value & SDL_HAT_DOWN ? 1 : 0);
engine.keyState[KEY_LEFT] = (engine.event.jhat.value & SDL_HAT_LEFT ? 1 : 0);
engine.keyState[KEY_RIGHT] = (engine.event.jhat.value & SDL_HAT_RIGHT ? 1 : 0);
break;
case SDL_JOYAXISMOTION:
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val = MIN(1, (double)(abs(engine.event.jaxis.value)) / JS_MAX);
if (val < JS_DEADZONE)
val = 0;
if (engine.event.jaxis.axis == 0)
engine.xaxis = copysign(val, engine.event.jaxis.value);
else if (engine.event.jaxis.axis == 1)
engine.yaxis = copysign(val, engine.event.jaxis.value);
break;
case SDL_WINDOWEVENT:
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if (engine.event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
screen_adjustDimensions(engine.event.window.data1, engine.event.window.data2);
renderer_reset();
gfx_scaleBackground();
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screen_clear(black);
renderer_update();
screen_clear(black);
screen_addBuffer(0, 0, screen->w, screen->h);
}
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if (engine.autoPause &&
(engine.event.window.event == SDL_WINDOWEVENT_FOCUS_LOST))
engine.paused = 1;
break;
}
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if (engine.keyState[KEY_FULLSCREEN])
{
engine_setFullscreen(!engine.fullScreen);
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engine.keyState[KEY_FULLSCREEN] = 0;
}
}
if (engine.gameSection == SECTION_INTERMISSION)
{
// Get the current mouse position
SDL_GetMouseState(&x, &y);
SDL_GetWindowSize(window, &w, &h);
x = screen->w * x / w;
y = screen->h * y / h;
if (px == x && py == y) {
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if (engine.keyState[KEY_UP])
engine.cursor_y -= 4;
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if (engine.keyState[KEY_DOWN])
engine.cursor_y += 4;
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if (engine.keyState[KEY_LEFT])
engine.cursor_x -= 4;
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if (engine.keyState[KEY_RIGHT])
engine.cursor_x += 4;
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if (engine.xaxis)
engine.cursor_x += 10 * engine.xaxis;
if (engine.yaxis)
engine.cursor_y += 10 * engine.yaxis;
} else {
engine.cursor_x = px = x;
engine.cursor_y = py = y;
}
}
}
void player_leaveSector()
{
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;
engine.xaxis = 0;
engine.yaxis = 0;
if (engine.done == ENGINE_RUNNING)
engine.done = ENGINE_FORMATION;
if (engine.done == ENGINE_FORMATION)
{
player.face = 0;
if (player.x > -100)
{
player.x += engine.ssx;
engine.ssx -= 1;
if (player.y > screen->h / 2)
player.y--;
if (player.y < screen->h / 2)
player.y++;
}
if (player.x <= -100)
{
engine.done = ENGINE_SYSEXIT;
audio_playSound(SFX_FLY, screen->w / 2, screen->h / 2);
}
}
if (engine.done == ENGINE_SYSEXIT)
{
player.face = 0;
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player.x += WARP_SPEED;
engine.ssx -= 0.2;
if (player.x > (2 * screen->w))
engine.done = ENGINE_CLOSING;
}
}