/* Copyright (C) 2003 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License 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 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 along with this program. If not, see . */ #include "Starfighter.h" object player; /* Initialises the player for a new game. */ void initPlayer() { player.active = true; player.x = screen->w / 2; player.y = screen->h / 2; player.speed = 2; player.maxShield = (25 * currentGame.shieldUnits); player.systemPower = player.maxShield; player.face = 0; player.image[0] = shipShape[0]; player.image[1] = shipShape[1]; 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(weapon[0].ammo[0] < currentGame.minPlasmaOutput) weapon[0].ammo[0] = currentGame.minPlasmaOutput; if(weapon[0].damage < currentGame.minPlasmaDamage) weapon[0].damage = currentGame.minPlasmaDamage; if(weapon[0].reload[0] > rate2reload[currentGame.minPlasmaRate]) weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate]; player.hit = 0; engine.lowShield = (player.maxShield / 3); engine.averageShield = engine.lowShield + engine.lowShield; if (player.weaponType[1] == W_CHARGER) player.ammo[1] = 0; if (player.weaponType[1] == W_LASER) player.ammo[1] = 0; } void exitPlayer() { if (player.weaponType[1] == W_CHARGER) player.ammo[1] = 0; if (player.weaponType[1] == W_LASER) player.ammo[1] = 0; } void doPlayer() { // This causes the motion to slow engine.ssx *= 0.99; engine.ssy *= 0.99; int shapeToUse; if (player.shield > -100) { if (player.shield > 0) { if ((engine.keyState[KEY_FIRE])) fireBullet(&player, 0); if ((engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] != W_NONE)) { if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER) && (player.ammo[1] > 0)) { fireBullet(&player, 1); } if (player.weaponType[1] == W_LASER) { if (player.ammo[1] < 100) { fireBullet(&player, 1); player.ammo[1] += 2; if (player.ammo[1] >= 100) { player.ammo[1] = 200; setInfoLine("Laser Overheat!!", FONT_WHITE); } } } } if (player.weaponType[1] == W_CHARGER) { if (engine.keyState[KEY_ALTFIRE] && !(currentGame.gamePlay == GAMEPLAY_ONPON && engine.keyState[KEY_FIRE])) { limitCharAdd(&player.ammo[1], 1, 0, 200); } else { if (player.ammo[1] > 0) fireBullet(&player, 1); player.ammo[1] = 0; } } if ((engine.keyState[KEY_SWITCH])) { if(weapon[0].ammo[0] >= 3 && weapon[0].ammo[0] <= currentGame.maxPlasmaOutput) { weapon[0].flags ^= WF_SPREAD; if(weapon[0].flags & WF_SPREAD) { setInfoLine("Weapon set to Spread", FONT_WHITE); } else { setInfoLine("Weapon set to Concentrate", FONT_WHITE); } } engine.keyState[KEY_SWITCH] = 0; } limitCharAdd(&player.reload[0], -1, 0, 999); limitCharAdd(&player.reload[1], -1, 0, 999); if (engine.keyState[KEY_UP]) { player.y -= player.speed; engine.ssy += 0.1; } if (engine.keyState[KEY_DOWN]) { player.y += player.speed; engine.ssy -= 0.1; } if (engine.keyState[KEY_LEFT]) { player.x -= player.speed; engine.ssx += 0.1; player.face = 1; } if (engine.keyState[KEY_RIGHT]) { player.x += player.speed; engine.ssx -= 0.1; player.face = 0; } if (engine.keyState[KEY_ESCAPE]) { if ((engine.done == 0) && (engine.gameSection == SECTION_GAME) && (currentMission.remainingObjectives1 == 0)) { playSound(SFX_FLY); engine.done = 2; engine.missionCompleteTimer = (SDL_GetTicks() - 1); } } if (engine.keyState[KEY_PAUSE]) { engine.paused = true; engine.keyState[KEY_PAUSE] = 0; } if (((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0)) || (currentGame.area == 24)) player.face = 0; if (engine.done == 0) { limitFloat(&player.x, viewBorder, screen->w - viewBorder); limitFloat(&player.y, viewBorder, screen->h - viewBorder); } if (player.shield > engine.lowShield) addEngine(&player); shapeToUse = player.face; if (player.hit) shapeToUse += SHIP_HIT_INDEX; limitCharAdd(&player.hit, -1, 0, 100); blit(shipShape[shapeToUse], (int)player.x, (int)player.y); if ((player.shield <= engine.lowShield) && (rand() % 5 < 1)) addExplosion(player.x + rrand(-10, 10), player.y + rrand(-10, 20), E_SMOKE); } else { player.active = false; player.shield--; if (player.shield == -1) { if ((currentGame.hasWingMate1) || (enemy[WC_KLINE].active)) getPlayerDeathMessage(); // Make it look like the ships are all still moving... if (currentGame.area == 18) { for (int i = 0 ; i < MAX_ALIENS ; i++) enemy[i].flags |= FL_LEAVESECTOR; } playSound(SFX_DEATH, player.x); playSound(SFX_EXPLOSION, player.x); } engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0; if ((rand() % 3) == 0) addExplosion(player.x + rrand(-10, 10), player.y + rrand(-10, 10), E_BIG_EXPLOSION); if (player.shield == -99) addDebris((int)player.x, (int)player.y, player.maxShield); } } limitFloat(&engine.ssx, -3, 3); limitFloat(&engine.ssy, -3, 3); // Specific for the mission were you have to chase the Executive Transport if ((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0) && (player.shield > 0)) { engine.ssx = -6; engine.ssy = 0; } if (currentGame.area == 24) { engine.ssx = -6; engine.ssy = 0; } player.dx = engine.ssx; player.dy = engine.ssy; } void flushInput() { for (int i = 0; i < KEY_LAST; i++) engine.keyState[i] = 0; while (SDL_PollEvent(&engine.event)){} } static enum keys mapkey(uint32_t code) { switch (code) { case SDLK_UP: return KEY_UP; case SDLK_DOWN: return KEY_DOWN; case SDLK_LEFT: return KEY_LEFT; case SDLK_RIGHT: return KEY_RIGHT; case SDLK_LCTRL: case SDLK_RCTRL: return KEY_FIRE; case SDLK_SPACE: return KEY_ALTFIRE; case SDLK_LSHIFT: case SDLK_RSHIFT: return KEY_SWITCH; case SDLK_p: return KEY_PAUSE; case SDLK_ESCAPE: return KEY_ESCAPE; case SDLK_F11: return KEY_FULLSCREEN; default: return KEY_DUMMY; } } void getPlayerInput() { while (SDL_PollEvent(&engine.event)) { switch (engine.event.type) { case SDL_QUIT: exit(0); break; case SDL_MOUSEBUTTONDOWN: if (engine.gameSection == SECTION_INTERMISSION) { 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: //TODO: reenable somehow? //if (engine.gameSection == SECTION_TITLE) // addKeyEvent(SDL_GetKeyName(engine.event.key.keysym.sym)); engine.keyState[mapkey(engine.event.key.keysym.sym)] = 1; if (engine.gameSection != SECTION_GAME) engine.paused = false; break; case SDL_KEYUP: if (engine.event.key.keysym.sym != SDLK_p && engine.event.key.keysym.sym != SDLK_t) engine.keyState[mapkey(engine.event.key.keysym.sym)] = 0; break; case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: switch (engine.event.jbutton.button) { case 0: engine.keyState[KEY_FIRE] = engine.event.jbutton.state; break; case 1: engine.keyState[KEY_ALTFIRE] = engine.event.jbutton.state; break; case 2: engine.keyState[KEY_SWITCH] = engine.event.jbutton.state; break; } break; case SDL_JOYHATMOTION: engine.keyState[KEY_UP] = engine.event.jhat.value & SDL_HAT_UP; engine.keyState[KEY_DOWN] = engine.event.jhat.value & SDL_HAT_DOWN; engine.keyState[KEY_LEFT] = engine.event.jhat.value & SDL_HAT_LEFT; engine.keyState[KEY_RIGHT] = engine.event.jhat.value & SDL_HAT_RIGHT; break; case SDL_JOYAXISMOTION: static bool prevjoyup, prevjoydown, prevjoyleft, prevjoyright; if (engine.event.jaxis.axis & 1) { bool joyup = engine.event.jaxis.value < -16384; bool joydown = engine.event.jaxis.value >= 16384; if(joyup != prevjoyup) engine.keyState[KEY_UP] = prevjoyup = joyup; if(joydown != prevjoydown) engine.keyState[KEY_DOWN] = prevjoydown = joydown; } else { bool joyleft = engine.event.jaxis.value < -16384; bool joyright = engine.event.jaxis.value >= 16384; if(joyleft != prevjoyleft) engine.keyState[KEY_LEFT] = prevjoyleft = joyleft; if(joyright != prevjoyright) engine.keyState[KEY_RIGHT] = prevjoyright = joyright; } break; case SDL_WINDOWEVENT: if(engine.event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) engine.paused = 1; break; } if (engine.keyState[KEY_FULLSCREEN]) { engine.fullScreen = !engine.fullScreen; SDL_SetWindowFullscreen(window, engine.fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); engine.keyState[KEY_FULLSCREEN] = 0; } } if (engine.gameSection == SECTION_INTERMISSION) { // Get the current mouse position static int px = -1, py = -1; int x, y; SDL_GetMouseState(&x, &y); if (px == x && py == y) { if(engine.keyState[KEY_UP] && engine.cursor_y > 0) engine.cursor_y -= 4; if(engine.keyState[KEY_DOWN] && engine.cursor_y < screen->h - 4) engine.cursor_y += 4; if(engine.keyState[KEY_LEFT] && engine.cursor_x > 0) engine.cursor_x -= 4; if(engine.keyState[KEY_RIGHT] && engine.cursor_x < screen->w - 4) engine.cursor_x += 4; } else { engine.cursor_x = px = x; engine.cursor_y = py = y; } } } void leaveSector() { engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0; engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; 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; if (player.y > screen->h / 2) player.y--; if (player.y < screen->h / 2) player.y++; } if (player.x <= -100) { engine.done = 2; playSound(SFX_FLY); } } if (engine.done == 2) { player.face = 0; player.x += 12; engine.ssx -= 0.2; if (player.x > (2 * screen->w)) engine.done = 1; } }