428 lines
10 KiB
C
428 lines
10 KiB
C
/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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Copyright (C) 2012, 2015-2019 Julie Marchant <onpon4@riseup.net>
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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 3
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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. See the
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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, see <http://www.gnu.org/licenses/>.
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*/
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#include "SDL.h"
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#include "defs.h"
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#include "structs.h"
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#include "alien.h"
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#include "audio.h"
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#include "engine.h"
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#include "colors.h"
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#include "game.h"
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#include "gfx.h"
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#include "info.h"
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#include "player.h"
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#include "renderer.h"
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#include "screen.h"
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#include "weapons.h"
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#include "window.h"
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Object player;
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int player_chargerFired = 0;
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int player_damageDelay = 0;
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int player_resetDamageDelay = 0;
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/*
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Initialises the player for a new game.
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*/
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void player_init()
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{
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player.active = 1;
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player.x = screen->w / 2;
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player.y = screen->h / 2;
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player.speed = 2;
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player.systemPower = player.maxShield;
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player.face = 0;
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player.image[0] = gfx_shipSprites[SS_FIREFLY];
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player.image[1] = gfx_shipSprites[SS_FIREFLY_L];
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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 (weapons[W_PLAYER_WEAPON].ammo[0] < game.minPlasmaOutput)
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weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
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if (weapons[W_PLAYER_WEAPON].damage < game.minPlasmaDamage)
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weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
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if (weapons[W_PLAYER_WEAPON].reload[0] > rate2reload[game.minPlasmaRate])
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weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate];
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player.hit = 0;
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engine.lowShield = (player.maxShield >= 3) ? (player.maxShield / 3) : 1;
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engine.averageShield = engine.lowShield + engine.lowShield;
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if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
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player.ammo[1] = 0;
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}
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void player_setTarget(int index)
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{
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engine.targetIndex = index;
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engine.targetShield = 85;
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engine.targetShield /= aliens[index].shield;
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}
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/*
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Attempt to damage the player by ``amount``. If ``delay`` is specified,
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delay any damage dealt by that number of frames (i.e. require that
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number of frames of continuous damage before it registers).
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Return 1 if damage is inflicted, 0 otherwise.
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*/
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void player_damage(int amount, int delay)
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{
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int oldshield = player.shield;
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player_resetDamageDelay = 0;
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if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0) &&
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((!player.hit) ||
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(game.difficulty == DIFFICULTY_ORIGINAL) ||
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((player.shield != engine.lowShield) &&
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(player.shield != 1))))
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{
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if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
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(player_damageDelay >= delay))
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{
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player.shield -= amount;
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 5; // Damage flash timer
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audio_playSound(SFX_HIT, player.x, player.y);
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// Damage tiers (not in Classic mode)
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if ((oldshield > engine.lowShield) &&
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(player.shield <= engine.lowShield))
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{
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info_setLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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if (game.difficulty != DIFFICULTY_ORIGINAL)
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{
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player.shield = engine.lowShield;
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player_damageDelay = 0;
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}
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}
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else if ((oldshield > 1) && (player.shield <= 1))
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{
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info_setLine("!!! WARNING: SHIELD CRITICAL !!!", FONT_RED);
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if (game.difficulty != DIFFICULTY_ORIGINAL)
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{
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player.shield = 1;
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player_damageDelay = 0;
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}
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}
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}
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else
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{
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player_damageDelay += amount;
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}
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}
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}
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void player_checkShockDamage(float x, float y)
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{
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float distX = fabsf(x - player.x);
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float distY = fabsf(y - player.y);
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// Don't let the player be hurt by an explosion after they have completed
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// all the mission Objectives. That would be *really* annoying!
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if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
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return;
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if ((distX <= 50) && (distY <= 50))
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{
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if (distX >= 1)
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distX /= 5;
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if (distY >= 1)
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distY /= 5;
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player_damage((int)((10 - distX) + (10 - distY)), 0);
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player.hit = 10;
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}
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}
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void player_exit()
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{
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player_chargerFired = 0;
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if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
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player.ammo[1] = 0;
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}
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void player_flushInput()
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{
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for (int i = 0; i < KEY_LAST; 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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static enum keys mapkey(int code) {
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switch (code) {
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case SDLK_UP:
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case SDLK_KP_8:
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return KEY_UP;
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case SDLK_DOWN:
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case SDLK_KP_2:
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case SDLK_KP_5:
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return KEY_DOWN;
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case SDLK_LEFT:
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case SDLK_KP_4:
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return KEY_LEFT;
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case SDLK_RIGHT:
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case SDLK_KP_6:
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return KEY_RIGHT;
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case SDLK_LCTRL:
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case SDLK_RCTRL:
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case SDLK_RETURN:
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case SDLK_z:
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case SDLK_y:
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case SDLK_c:
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case SDLK_a:
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case SDLK_d:
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case SDLK_f:
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case SDLK_SLASH:
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case SDLK_COMMA:
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case SDLK_1:
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case SDLK_3:
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case SDLK_KP_0:
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case SDLK_HOME:
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case SDLK_END:
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return KEY_FIRE;
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case SDLK_SPACE:
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case SDLK_x:
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case SDLK_s:
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case SDLK_PERIOD:
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case SDLK_2:
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case SDLK_KP_1:
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case SDLK_PAGEUP:
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case SDLK_PAGEDOWN:
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return KEY_ALTFIRE;
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case SDLK_LSHIFT:
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case SDLK_RSHIFT:
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case SDLK_LALT:
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case SDLK_RALT:
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case SDLK_KP_7:
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case SDLK_KP_9:
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return KEY_SWITCH;
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case SDLK_p:
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case SDLK_PAUSE:
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return KEY_PAUSE;
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case SDLK_ESCAPE:
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case SDLK_q:
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case SDLK_BACKSPACE:
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case SDLK_DELETE:
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return KEY_ESCAPE;
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case SDLK_F11:
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return KEY_FULLSCREEN;
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default:
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return KEY_DUMMY;
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}
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}
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void player_getInput()
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{
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static int prevjoyup, prevjoydown, prevjoyleft, prevjoyright;
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int joyup, joydown, joyleft, joyright;
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static int px = -1, py = -1;
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int x, y, w, h;
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while (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[KEY_FIRE] = 1;
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if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[KEY_ALTFIRE] = 1;
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}
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break;
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case SDL_KEYDOWN:
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if (!engine.event.key.repeat)
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{
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engine.keyState[mapkey(engine.event.key.keysym.sym)] = 1;
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if (engine.gameSection != SECTION_GAME)
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engine.paused = 0;
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}
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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[mapkey(engine.event.key.keysym.sym)] = 0;
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break;
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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switch (engine.event.jbutton.button)
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{
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case 0:
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case 3:
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engine.keyState[KEY_ALTFIRE] = engine.event.jbutton.state;
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break;
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case 1:
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case 2:
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engine.keyState[KEY_FIRE] = engine.event.jbutton.state;
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break;
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case 4:
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case 6:
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engine.keyState[KEY_ESCAPE] = engine.event.jbutton.state;
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break;
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case 5:
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case 7:
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case 8:
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engine.keyState[KEY_SWITCH] = engine.event.jbutton.state;
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break;
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case 9:
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if (engine.event.jbutton.state)
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engine.keyState[KEY_PAUSE] = 1;
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break;
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}
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break;
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case SDL_JOYHATMOTION:
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engine.keyState[KEY_UP] = engine.event.jhat.value & SDL_HAT_UP;
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engine.keyState[KEY_DOWN] = engine.event.jhat.value & SDL_HAT_DOWN;
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engine.keyState[KEY_LEFT] = engine.event.jhat.value & SDL_HAT_LEFT;
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engine.keyState[KEY_RIGHT] = engine.event.jhat.value & SDL_HAT_RIGHT;
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break;
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case SDL_JOYAXISMOTION:
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if (engine.event.jaxis.axis & 1) {
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joyup = engine.event.jaxis.value < -16384;
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joydown = engine.event.jaxis.value >= 16384;
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if (joyup != prevjoyup)
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engine.keyState[KEY_UP] = prevjoyup = joyup;
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if (joydown != prevjoydown)
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engine.keyState[KEY_DOWN] = prevjoydown = joydown;
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} else {
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joyleft = engine.event.jaxis.value < -16384;
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joyright = engine.event.jaxis.value >= 16384;
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if (joyleft != prevjoyleft)
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engine.keyState[KEY_LEFT] = prevjoyleft = joyleft;
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if (joyright != prevjoyright)
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engine.keyState[KEY_RIGHT] = prevjoyright = joyright;
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}
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break;
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case SDL_WINDOWEVENT:
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if (engine.event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
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{
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screen_adjustDimensions(engine.event.window.data1, engine.event.window.data2);
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renderer_reset();
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gfx_scaleBackground();
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screen_clear(black);
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renderer_update();
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screen_clear(black);
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screen_addBuffer(0, 0, screen->w, screen->h);
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}
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if (engine.autoPause &&
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(engine.event.window.event == SDL_WINDOWEVENT_FOCUS_LOST))
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engine.paused = 1;
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break;
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}
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if (engine.keyState[KEY_FULLSCREEN])
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{
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engine_setFullscreen(!engine.fullScreen);
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engine.keyState[KEY_FULLSCREEN] = 0;
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}
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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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SDL_GetMouseState(&x, &y);
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SDL_GetWindowSize(window, &w, &h);
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x = screen->w * x / w;
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y = screen->h * y / h;
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if (px == x && py == y) {
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if(engine.keyState[KEY_UP] && engine.cursor_y > 0)
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engine.cursor_y -= 4;
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if(engine.keyState[KEY_DOWN] && engine.cursor_y < screen->h - 4)
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engine.cursor_y += 4;
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if(engine.keyState[KEY_LEFT] && engine.cursor_x > 0)
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engine.cursor_x -= 4;
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if(engine.keyState[KEY_RIGHT] && engine.cursor_x < screen->w - 4)
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engine.cursor_x += 4;
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} else {
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engine.cursor_x = px = x;
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engine.cursor_y = py = y;
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}
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}
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}
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void player_leaveSector()
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{
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engine.keyState[KEY_UP] = 0;
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engine.keyState[KEY_DOWN] = 0;
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engine.keyState[KEY_LEFT] = 0;
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engine.keyState[KEY_RIGHT] = 0;
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engine.keyState[KEY_FIRE] = 0;
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engine.keyState[KEY_ALTFIRE] = 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 > screen->h / 2)
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player.y--;
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if (player.y < screen->h / 2)
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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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audio_playSound(SFX_FLY, screen->w / 2, screen->h / 2);
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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 += WARP_SPEED;
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engine.ssx -= 0.2;
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if (player.x > (2 * screen->w))
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engine.done = 1;
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}
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}
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