430 lines
9.8 KiB
C++
430 lines
9.8 KiB
C++
/*
|
|
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 2
|
|
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, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
#include "player.h"
|
|
|
|
/*
|
|
Initialises the player for a new game.
|
|
*/
|
|
void initPlayer()
|
|
{
|
|
player.active = 1;
|
|
player.x = 200;
|
|
player.y = 200;
|
|
player.speed = 2;
|
|
player.maxShield = (25 * currentGame.shieldUnits);
|
|
player.systemPower = player.maxShield;
|
|
player.face = 0;
|
|
|
|
player.image[0] = graphics.shipShape[0];
|
|
player.image[1] = graphics.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 (player.ammo[0] > 0)
|
|
{
|
|
player.weaponType[0] = W_PLAYER_WEAPON2;
|
|
}
|
|
else
|
|
{
|
|
player.weaponType[0] = W_PLAYER_WEAPON;
|
|
weapon[1] = weapon[0]; // reset to weapon 1 defaults
|
|
}
|
|
|
|
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] = 1;
|
|
}
|
|
|
|
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[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))
|
|
fireBullet(&player, 0);
|
|
|
|
if ((engine.keyState[SDLK_SPACE]) && (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[SDLK_SPACE])
|
|
{
|
|
Math::limitCharAdd(&player.ammo[1], 1, 0, 200);
|
|
}
|
|
else
|
|
{
|
|
if (player.ammo[1] > 0)
|
|
fireBullet(&player, 1);
|
|
player.ammo[1] = 0;
|
|
}
|
|
}
|
|
|
|
if ((engine.keyState[SDLK_LSHIFT]) || (engine.keyState[SDLK_RSHIFT]))
|
|
{
|
|
if (player.ammo[0] < 1)
|
|
{
|
|
if (weapon[0].ammo[0] == 3)
|
|
{
|
|
if (weapon[0].flags & WF_THIN_SPREAD)
|
|
{
|
|
weapon[0].flags -= WF_THIN_SPREAD;
|
|
weapon[0].flags += WF_STRAIGHT;
|
|
setInfoLine("Weapon set to Concentrate", FONT_WHITE);
|
|
}
|
|
else
|
|
{
|
|
weapon[0].flags -= WF_STRAIGHT;
|
|
weapon[0].flags += WF_THIN_SPREAD;
|
|
setInfoLine("Weapon set to Spread", FONT_WHITE);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (weapon[1].ammo[0] == 3)
|
|
{
|
|
if (weapon[1].flags & WF_THIN_SPREAD)
|
|
{
|
|
weapon[1].flags -= WF_THIN_SPREAD;
|
|
weapon[1].flags += WF_STRAIGHT;
|
|
setInfoLine("Weapon set to Concentrate", FONT_WHITE);
|
|
}
|
|
else
|
|
{
|
|
weapon[1].flags -= WF_STRAIGHT;
|
|
weapon[1].flags += WF_THIN_SPREAD;
|
|
setInfoLine("Weapon set to Spread", FONT_WHITE);
|
|
}
|
|
}
|
|
else if (weapon[1].ammo[0] == 4)
|
|
{
|
|
if (weapon[1].flags & WF_THIN_SPREAD)
|
|
{
|
|
weapon[1].flags -= WF_THIN_SPREAD;
|
|
weapon[1].flags += WF_STRAIGHT;
|
|
setInfoLine("Weapon set to Concentrate", FONT_WHITE);
|
|
}
|
|
else
|
|
{
|
|
weapon[1].flags -= WF_STRAIGHT;
|
|
weapon[1].flags += WF_THIN_SPREAD;
|
|
setInfoLine("Weapon set to Spread", FONT_WHITE);
|
|
}
|
|
}
|
|
else if (weapon[1].ammo[0] == 5)
|
|
{
|
|
if (weapon[1].flags & WF_WIDE_SPREAD)
|
|
{
|
|
if (weapon[1].flags & WF_THIN_SPREAD)
|
|
weapon[1].flags -= WF_THIN_SPREAD;
|
|
weapon[1].flags -= WF_WIDE_SPREAD;
|
|
weapon[1].flags += WF_STRAIGHT;
|
|
setInfoLine("Weapon set to Concentrate", FONT_WHITE);
|
|
}
|
|
else
|
|
{
|
|
if (weapon[1].flags & WF_THIN_SPREAD)
|
|
weapon[1].flags -= WF_THIN_SPREAD;
|
|
weapon[1].flags -= WF_STRAIGHT;
|
|
weapon[1].flags += WF_WIDE_SPREAD;
|
|
setInfoLine("Weapon set to Spread", FONT_WHITE);
|
|
}
|
|
}
|
|
}
|
|
|
|
engine.keyState[SDLK_LSHIFT] = engine.keyState[SDLK_RSHIFT] = 0;
|
|
}
|
|
|
|
Math::limitCharAdd(&player.reload[0], -1, 0, 999);
|
|
Math::limitCharAdd(&player.reload[1], -1, 0, 999);
|
|
|
|
if (engine.keyState[SDLK_UP])
|
|
{
|
|
player.y -= player.speed;
|
|
engine.ssy += 0.1;
|
|
}
|
|
|
|
if (engine.keyState[SDLK_DOWN])
|
|
{
|
|
player.y += player.speed;
|
|
engine.ssy -= 0.1;
|
|
}
|
|
|
|
if (engine.keyState[SDLK_LEFT])
|
|
{
|
|
player.x -= player.speed;
|
|
engine.ssx += 0.1;
|
|
player.face = 1;
|
|
}
|
|
|
|
if (engine.keyState[SDLK_RIGHT])
|
|
{
|
|
player.x += player.speed;
|
|
engine.ssx -= 0.1;
|
|
player.face = 0;
|
|
}
|
|
|
|
if (engine.keyState[SDLK_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[SDLK_p])
|
|
{
|
|
engine.paused = 1;
|
|
engine.keyState[SDLK_p] = 0;
|
|
}
|
|
|
|
if ((engine.keyState[SDLK_t]) && (currentGame.area != 10))
|
|
{
|
|
if (engine.targetArrowTimer == -1)
|
|
engine.targetArrowTimer = 0;
|
|
else
|
|
engine.targetArrowTimer = -1;
|
|
|
|
engine.keyState[SDLK_t] = 0;
|
|
}
|
|
|
|
if ((engine.missionCompleteTimer == 0) && (engine.targetArrowTimer == -1))
|
|
{
|
|
if ((enemy[engine.targetIndex].shield < 1) && (currentGame.area != 10))
|
|
{
|
|
engine.targetIndex = rand() % MAX_ALIENS;
|
|
|
|
if (enemy[engine.targetIndex].flags & FL_FRIEND)
|
|
engine.targetIndex = 0;
|
|
else
|
|
setTarget(engine.targetIndex);
|
|
}
|
|
}
|
|
|
|
if (((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0)) || (currentGame.area == 24))
|
|
player.face = 0;
|
|
|
|
if (engine.done == 0)
|
|
{
|
|
Math::limitFloat(&player.x, 100, 700);
|
|
Math::limitFloat(&player.y, 100, 500);
|
|
}
|
|
|
|
if (player.shield > engine.lowShield)
|
|
addEngine(&player);
|
|
|
|
shapeToUse = player.face;
|
|
|
|
if (player.hit)
|
|
shapeToUse += SHIP_HIT_INDEX;
|
|
|
|
Math::limitCharAdd(&player.hit, -1, 0, 100);
|
|
|
|
graphics.blit(graphics.shipShape[shapeToUse], (int)player.x, (int)player.y);
|
|
if ((player.shield <= engine.lowShield) && (rand() % 5 < 1))
|
|
addExplosion(player.x + Math::rrand(-10, 10), player.y + Math::rrand(-10, 20), E_SMOKE);
|
|
}
|
|
else
|
|
{
|
|
player.active = 0;
|
|
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);
|
|
playSound(SFX_EXPLOSION);
|
|
}
|
|
|
|
engine.keyState[SDLK_UP] = engine.keyState[SDLK_DOWN] = engine.keyState[SDLK_LEFT] = engine.keyState[SDLK_RIGHT] = 0;
|
|
if ((rand() % 3) == 0)
|
|
addExplosion(player.x + Math::rrand(-10, 10), player.y + Math::rrand(-10, 10), E_BIG_EXPLOSION);
|
|
if (player.shield == -99)
|
|
addDebris((int)player.x, (int)player.y, player.maxShield);
|
|
}
|
|
}
|
|
|
|
Math::limitFloat(&engine.ssx, -3, 3);
|
|
Math::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 < 350 ; i++)
|
|
engine.keyState[i] = 0;
|
|
|
|
while (SDL_PollEvent(&engine.event)){}
|
|
}
|
|
|
|
void getPlayerInput()
|
|
{
|
|
if (engine.gameSection == SECTION_INTERMISSION)
|
|
{
|
|
// Get the current mouse position
|
|
int x, y;
|
|
SDL_GetMouseState(&x, &y);
|
|
engine.cursor_x = x;
|
|
engine.cursor_y = y;
|
|
}
|
|
|
|
if (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[SDLK_LCTRL] = 1;
|
|
if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[SDLK_SPACE] = 1;
|
|
}
|
|
break;
|
|
|
|
case SDL_KEYDOWN:
|
|
if (engine.gameSection == SECTION_TITLE)
|
|
addKeyEvent(SDL_GetKeyName(engine.event.key.keysym.sym));
|
|
|
|
engine.keyState[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[engine.event.key.keysym.sym] = 0;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void leaveSector()
|
|
{
|
|
engine.keyState[SDLK_UP] = engine.keyState[SDLK_DOWN] = engine.keyState[SDLK_LEFT] = engine.keyState[SDLK_RIGHT] = 0;
|
|
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 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 > 300)
|
|
player.y--;
|
|
if (player.y < 300)
|
|
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 > 1600)
|
|
engine.done = 1;
|
|
}
|
|
}
|
|
|