tbftss/src/battle/player.c

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/*
Copyright (C) 2015 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"
static void selectTarget(void);
static void switchGuns(void);
static int availableGuns[BT_MAX];
void initPlayer(void)
{
int i, n;
memset(&availableGuns, 0, sizeof(int) * BT_MAX);
player->selectedGunType = -1;
for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
{
n = player->guns[i].type;
if (n)
{
availableGuns[n] = 1;
if (player->selectedGunType == -1)
{
player->selectedGunType = n;
}
}
}
}
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void doPlayer(void)
{
if (player != NULL)
{
self = player;
if (player->alive == ALIVE_ALIVE)
{
if (app.keyboard[SDL_SCANCODE_LEFT])
{
player->angle -= 4;
}
if (app.keyboard[SDL_SCANCODE_RIGHT])
{
player->angle += 4;
}
if (app.keyboard[SDL_SCANCODE_UP])
{
applyFighterThrust();
}
if (app.keyboard[SDL_SCANCODE_DOWN])
{
applyFighterBrakes();
}
if (app.keyboard[SDL_SCANCODE_LCTRL] && !player->reload && player->guns[0].type)
{
fireGuns(player);
}
if (app.keyboard[SDL_SCANCODE_LSHIFT])
{
switchGuns();
app.keyboard[SDL_SCANCODE_LSHIFT] = 0;
}
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if (app.keyboard[SDL_SCANCODE_RETURN] && player->missiles.ammo && player->target)
{
fireMissile(player);
app.keyboard[SDL_SCANCODE_RETURN] = 0;
}
if (!player->target || player->target->health <= 0 || getDistance(player->x, player->y, player->target->x, player->target->y) > 1000)
{
selectTarget();
}
}
player->angle = player->angle % 360;
player->x = SCREEN_WIDTH / 2;
player->y = SCREEN_HEIGHT / 2;
if (player->health <= 0 && battle.status == MS_IN_PROGRESS)
{
failIncompleteObjectives();
battle.status = MS_FAILED;
battle.missionFinishedTimer = FPS;
}
}
}
static void switchGuns(void)
{
int i;
i = player->selectedGunType;
do
{
i = (i + 1) % BT_MAX;
}
while (!availableGuns[i]);
player->selectedGunType = i;
}
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static void selectTarget(void)
{
unsigned int closest = 65535;
unsigned int dist = 65535;
Fighter *f;
player->target = NULL;
for (f = battle.fighterHead.next ; f != NULL ; f = f->next)
{
if (f != player && f->side != player->side && f->alive == ALIVE_ALIVE)
{
dist = getDistance(self->x, self->y, f->x, f->y);
if (dist < closest)
{
player->target = f;
closest = dist;
}
}
}
}