388 lines
8.8 KiB
C++
388 lines
8.8 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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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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as published by the Free Software Foundation; either version 2
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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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Starfighter.h"
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object player;
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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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player.active = true;
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player.x = 200;
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player.y = 200;
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player.speed = 2;
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player.maxShield = (25 * currentGame.shieldUnits);
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player.systemPower = player.maxShield;
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player.face = 0;
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player.image[0] = shipShape[0];
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player.image[1] = shipShape[1];
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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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if(weapon[0].ammo[0] < currentGame.minPlasmaOutput)
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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if(weapon[0].damage < currentGame.minPlasmaDamage)
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weapon[0].damage = currentGame.minPlasmaDamage;
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if(weapon[0].reload[0] > rate2reload[currentGame.minPlasmaRate])
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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player.hit = 0;
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engine.lowShield = (player.maxShield / 3);
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engine.averageShield = engine.lowShield + engine.lowShield;
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if (player.weaponType[1] == W_CHARGER)
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player.ammo[1] = 0;
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if (player.weaponType[1] == W_LASER)
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player.ammo[1] = 0;
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}
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void exitPlayer()
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{
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if (player.weaponType[1] == W_CHARGER)
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player.ammo[1] = 0;
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if (player.weaponType[1] == W_LASER)
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player.ammo[1] = 0;
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}
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void doPlayer()
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{
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// This causes the motion to slow
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engine.ssx *= 0.99;
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engine.ssy *= 0.99;
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int shapeToUse;
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if (player.shield > -100)
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{
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if (player.shield > 0)
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{
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if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))
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fireBullet(&player, 0);
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if ((engine.keyState[SDLK_SPACE]) && (player.weaponType[1] != W_NONE))
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{
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if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER) && (player.ammo[1] > 0))
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{
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fireBullet(&player, 1);
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}
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if (player.weaponType[1] == W_LASER)
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{
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if (player.ammo[1] < 100)
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{
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fireBullet(&player, 1);
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player.ammo[1] += 2;
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if (player.ammo[1] >= 100)
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{
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player.ammo[1] = 200;
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setInfoLine("Laser Overheat!!", FONT_WHITE);
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}
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}
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}
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}
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if (player.weaponType[1] == W_CHARGER)
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{
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if (engine.keyState[SDLK_SPACE])
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{
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limitCharAdd(&player.ammo[1], 1, 0, 200);
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}
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else
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{
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if (player.ammo[1] > 0)
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fireBullet(&player, 1);
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player.ammo[1] = 0;
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}
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}
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if ((engine.keyState[SDLK_LSHIFT]) || (engine.keyState[SDLK_RSHIFT]))
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{
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if(weapon[0].ammo[0] >= 3 && weapon[0].ammo[0] <= currentGame.maxPlasmaOutput)
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{
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weapon[0].flags ^= WF_SPREAD;
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if(weapon[0].flags & WF_SPREAD)
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{
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setInfoLine("Weapon set to Spread", FONT_WHITE);
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}
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else
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{
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setInfoLine("Weapon set to Concentrate", FONT_WHITE);
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}
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}
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engine.keyState[SDLK_LSHIFT] = engine.keyState[SDLK_RSHIFT] = 0;
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}
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limitCharAdd(&player.reload[0], -1, 0, 999);
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limitCharAdd(&player.reload[1], -1, 0, 999);
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if (engine.keyState[SDLK_UP])
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{
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player.y -= player.speed;
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engine.ssy += 0.1;
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}
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if (engine.keyState[SDLK_DOWN])
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{
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player.y += player.speed;
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engine.ssy -= 0.1;
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}
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if (engine.keyState[SDLK_LEFT])
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{
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player.x -= player.speed;
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engine.ssx += 0.1;
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player.face = 1;
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}
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if (engine.keyState[SDLK_RIGHT])
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{
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player.x += player.speed;
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engine.ssx -= 0.1;
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player.face = 0;
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}
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if (engine.keyState[SDLK_ESCAPE])
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{
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if ((engine.done == 0) && (engine.gameSection == SECTION_GAME) && (currentMission.remainingObjectives1 == 0))
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{
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playSound(SFX_FLY);
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engine.done = 2;
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engine.missionCompleteTimer = (SDL_GetTicks() - 1);
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}
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}
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if (engine.keyState[SDLK_p] || !(SDL_GetAppState() & SDL_APPINPUTFOCUS))
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{
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engine.paused = true;
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engine.keyState[SDLK_p] = 0;
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}
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if ((engine.keyState[SDLK_t]) && (currentGame.area != 10))
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{
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if (engine.targetArrowTimer == -1)
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engine.targetArrowTimer = 0;
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else
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engine.targetArrowTimer = -1;
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engine.keyState[SDLK_t] = 0;
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}
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if ((engine.missionCompleteTimer == 0) && (engine.targetArrowTimer == -1))
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{
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if ((enemy[engine.targetIndex].shield < 1) && (currentGame.area != 10))
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{
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engine.targetIndex = rand() % MAX_ALIENS;
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if (enemy[engine.targetIndex].flags & FL_FRIEND)
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engine.targetIndex = 0;
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else
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setTarget(engine.targetIndex);
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}
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}
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if (((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0)) || (currentGame.area == 24))
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player.face = 0;
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if (engine.done == 0)
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{
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limitFloat(&player.x, 100, 700);
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limitFloat(&player.y, 100, 500);
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}
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if (player.shield > engine.lowShield)
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addEngine(&player);
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shapeToUse = player.face;
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if (player.hit)
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shapeToUse += SHIP_HIT_INDEX;
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limitCharAdd(&player.hit, -1, 0, 100);
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blit(shipShape[shapeToUse], (int)player.x, (int)player.y);
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if ((player.shield <= engine.lowShield) && (rand() % 5 < 1))
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addExplosion(player.x + rrand(-10, 10), player.y + rrand(-10, 20), E_SMOKE);
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}
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else
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{
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player.active = false;
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player.shield--;
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if (player.shield == -1)
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{
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if ((currentGame.hasWingMate1) || (enemy[WC_KLINE].active))
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getPlayerDeathMessage();
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// Make it look like the ships are all still moving...
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if (currentGame.area == 18)
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{
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for (int i = 0 ; i < MAX_ALIENS ; i++)
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enemy[i].flags |= FL_LEAVESECTOR;
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}
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playSound(SFX_DEATH);
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playSound(SFX_EXPLOSION);
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}
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engine.keyState[SDLK_UP] = engine.keyState[SDLK_DOWN] = engine.keyState[SDLK_LEFT] = engine.keyState[SDLK_RIGHT] = 0;
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if ((rand() % 3) == 0)
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addExplosion(player.x + rrand(-10, 10), player.y + rrand(-10, 10), E_BIG_EXPLOSION);
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if (player.shield == -99)
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addDebris((int)player.x, (int)player.y, player.maxShield);
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}
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}
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limitFloat(&engine.ssx, -3, 3);
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limitFloat(&engine.ssy, -3, 3);
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// Specific for the mission were you have to chase the Executive Transport
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if ((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0) && (player.shield > 0))
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{
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engine.ssx = -6;
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engine.ssy = 0;
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}
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if (currentGame.area == 24)
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{
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engine.ssx = -6;
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engine.ssy = 0;
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}
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player.dx = engine.ssx;
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player.dy = engine.ssy;
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}
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void flushInput()
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{
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for (int i = 0 ; i < 350 ; i++)
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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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void getPlayerInput()
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{
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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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int x, y;
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SDL_GetMouseState(&x, &y);
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engine.cursor_x = x;
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engine.cursor_y = y;
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}
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if (SDL_PollEvent(&engine.event))
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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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if (engine.event.button.button == SDL_BUTTON_LEFT) engine.keyState[SDLK_LCTRL] = 1;
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if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[SDLK_SPACE] = 1;
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}
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break;
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case SDL_KEYDOWN:
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if (engine.gameSection == SECTION_TITLE)
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addKeyEvent(SDL_GetKeyName(engine.event.key.keysym.sym));
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engine.keyState[engine.event.key.keysym.sym] = 1;
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if (engine.gameSection != SECTION_GAME)
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engine.paused = false;
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break;
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case SDL_KEYUP:
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if (engine.event.key.keysym.sym != SDLK_p)
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engine.keyState[engine.event.key.keysym.sym] = 0;
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break;
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default:
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break;
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}
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if ((engine.keyState[SDLK_F11]) || ((engine.keyState[SDLK_RETURN]) && (engine.keyState[SDLK_LALT])))
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{
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SDL_WM_ToggleFullScreen(screen);
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engine.fullScreen = !engine.fullScreen;
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engine.keyState[SDLK_F11] = engine.keyState[SDLK_LALT] = engine.keyState[SDLK_RETURN] = 0;
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}
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}
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}
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void leaveSector()
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{
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engine.keyState[SDLK_UP] = engine.keyState[SDLK_DOWN] = engine.keyState[SDLK_LEFT] = engine.keyState[SDLK_RIGHT] = 0;
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engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;
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if (engine.done == 0)
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engine.done = 3;
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if (engine.done == 3)
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{
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player.face = 0;
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if (player.x > -100)
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{
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player.x += engine.ssx;
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engine.ssx -= 1;
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if (player.y > 300)
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player.y--;
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if (player.y < 300)
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player.y++;
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}
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if (player.x <= -100)
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{
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engine.done = 2;
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playSound(SFX_FLY);
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}
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}
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if (engine.done == 2)
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{
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player.face = 0;
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player.x += 12;
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engine.ssx -= 0.2;
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if (player.x > 1600)
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engine.done = 1;
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}
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}
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