355 lines
8.4 KiB
C++
355 lines
8.4 KiB
C++
/*
|
|
Copyright (C) 2003 Parallel Realities
|
|
Copyright (C) 2011, 2012, 2013 Guus Sliepen
|
|
Copyright (C) 2012, 2015-2017 Julie Marchant <onpon4@riseup.net>
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "SDL.h"
|
|
|
|
#include "defs.h"
|
|
#include "structs.h"
|
|
|
|
#include "alien.h"
|
|
#include "audio.h"
|
|
#include "engine.h"
|
|
#include "game.h"
|
|
#include "gfx.h"
|
|
#include "screen.h"
|
|
#include "weapons.h"
|
|
#include "window.h"
|
|
|
|
Object player;
|
|
int player_chargerFired = 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;
|
|
}
|
|
|
|
void player_setTarget(int index)
|
|
{
|
|
engine.targetIndex = index;
|
|
engine.targetShield = 85;
|
|
engine.targetShield /= aliens[index].shield;
|
|
}
|
|
|
|
void player_checkShockDamage(float x, float y)
|
|
{
|
|
float distX = fabsf(x - player.x);
|
|
float distY = fabsf(y - player.y);
|
|
|
|
// Don't let the player be hurt by an explosion after they have completed
|
|
// all the mission Objectives. That would be *really* annoying!
|
|
if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
|
|
return;
|
|
|
|
if ((distX <= 50) && (distY <= 50))
|
|
{
|
|
if (distX >= 1)
|
|
distX /= 5;
|
|
|
|
if (distY >= 1)
|
|
distY /= 5;
|
|
|
|
player.shield -= (int)(10 - distX);
|
|
player.shield -= (int)(10 - distY);
|
|
LIMIT(player.shield, 0, player.maxShield);
|
|
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()
|
|
{
|
|
for (int i = 0; i < KEY_LAST; i++)
|
|
engine.keyState[i] = 0;
|
|
|
|
while (SDL_PollEvent(&engine.event)){}
|
|
}
|
|
|
|
static enum keys mapkey(int code) {
|
|
switch (code) {
|
|
case SDLK_UP:
|
|
case SDLK_KP_8:
|
|
return KEY_UP;
|
|
case SDLK_DOWN:
|
|
case SDLK_KP_2:
|
|
case SDLK_KP_5:
|
|
return KEY_DOWN;
|
|
case SDLK_LEFT:
|
|
case SDLK_KP_4:
|
|
return KEY_LEFT;
|
|
case SDLK_RIGHT:
|
|
case SDLK_KP_6:
|
|
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:
|
|
case SDLK_HOME:
|
|
case SDLK_END:
|
|
return KEY_FIRE;
|
|
case SDLK_SPACE:
|
|
case SDLK_x:
|
|
case SDLK_s:
|
|
case SDLK_PERIOD:
|
|
case SDLK_2:
|
|
case SDLK_KP_1:
|
|
case SDLK_PAGEUP:
|
|
case SDLK_PAGEDOWN:
|
|
return KEY_ALTFIRE;
|
|
case SDLK_LSHIFT:
|
|
case SDLK_RSHIFT:
|
|
case SDLK_LALT:
|
|
case SDLK_RALT:
|
|
case SDLK_KP_7:
|
|
case SDLK_KP_9:
|
|
return KEY_SWITCH;
|
|
case SDLK_p:
|
|
case SDLK_PAUSE:
|
|
return KEY_PAUSE;
|
|
case SDLK_ESCAPE:
|
|
case SDLK_q:
|
|
case SDLK_BACKSPACE:
|
|
case SDLK_DELETE:
|
|
return KEY_ESCAPE;
|
|
case SDLK_F11:
|
|
return KEY_FULLSCREEN;
|
|
default:
|
|
return KEY_DUMMY;
|
|
}
|
|
}
|
|
|
|
void player_getInput()
|
|
{
|
|
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:
|
|
engine.keyState[mapkey(engine.event.key.keysym.sym)] = 1;
|
|
|
|
if (engine.gameSection != SECTION_GAME)
|
|
engine.paused = 0;
|
|
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
|
if (engine.event.key.keysym.sym != SDLK_p)
|
|
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:
|
|
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:
|
|
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;
|
|
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 int prevjoyup, prevjoydown, prevjoyleft, prevjoyright;
|
|
if (engine.event.jaxis.axis & 1) {
|
|
int joyup = engine.event.jaxis.value < -16384;
|
|
int 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 {
|
|
int joyleft = engine.event.jaxis.value < -16384;
|
|
int 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.autoPause &&
|
|
(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 ? FULLSCREEN : 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, w, h;
|
|
SDL_GetMouseState(&x, &y);
|
|
SDL_GetWindowSize(window, &w, &h);
|
|
x = screen->w * x / w;
|
|
y = screen->h * y / h;
|
|
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 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;
|
|
|
|
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;
|
|
audio_playSound(SFX_FLY, screen->w / 2, screen->h / 2);
|
|
}
|
|
}
|
|
|
|
if (engine.done == 2)
|
|
{
|
|
player.face = 0;
|
|
player.x += 12;
|
|
engine.ssx -= 0.2;
|
|
if (player.x > (2 * screen->w))
|
|
engine.done = 1;
|
|
}
|
|
}
|
|
|