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 void selectMissionTarget(void);
static void selectNewPlayer(int dir);
static void initPlayerSelect(void);
static void activateBoost(void);
static void activateECM(void);
static int selectedPlayerIndex;
static int availableGuns[BT_MAX];
static Entity *availablePlayerUnits[MAX_SELECTABLE_PLAYERS];
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;
}
}
}
STRNCPY(player->name, "Player", MAX_NAME_LENGTH);
player->action = NULL;
battle.boostTimer = 0;
battle.ecmTimer = 0;
}
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void doPlayer(void)
{
battle.boostTimer = MAX(battle.boostTimer - 1, 0);
battle.ecmTimer = MAX(battle.ecmTimer - 1, 0);
if (battle.boostTimer == BOOST_FINISHED_TIME)
{
applyFighterThrust();
}
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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] && battle.boostTimer < BOOST_FINISHED_TIME)
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{
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)
{
if (getDistance(player->x, player->y, player->target->x, player->target->y) <= 1000)
{
fireMissile(player);
}
else
{
addHudMessage(colors.white, "Target not in range");
}
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app.keyboard[SDL_SCANCODE_RETURN] = 0;
}
if (!player->target || player->target->health <= 0 || player->target->systemPower <= 0 || app.keyboard[SDL_SCANCODE_T])
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{
selectTarget();
app.keyboard[SDLK_t] = 0;
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}
if (app.keyboard[SDL_SCANCODE_SPACE] && !battle.boostTimer)
{
activateBoost();
}
if (app.keyboard[SDL_SCANCODE_E] && !battle.ecmTimer)
{
activateECM();
}
if (!battle.missionTarget)
{
selectMissionTarget();
}
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}
player->angle = ((int)player->angle) % 360;
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if (player->health <= 0 && battle.status == MS_IN_PROGRESS)
{
if (!battle.epic)
{
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failMission();
}
else if (player->health == -FPS)
{
initPlayerSelect();
}
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}
}
}
void initPlayerSelect(void)
{
Entity *e;
memset(&availablePlayerUnits, 0, sizeof(Entity*) * MAX_SELECTABLE_PLAYERS);
selectedPlayerIndex = 0;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_FIGHTER && e->health > 0 && e->side == SIDE_ALLIES && selectedPlayerIndex < MAX_SELECTABLE_PLAYERS)
{
availablePlayerUnits[selectedPlayerIndex++] = e;
}
}
if (selectedPlayerIndex > 0)
{
battle.playerSelect = 1;
selectedPlayerIndex = 0;
memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
}
else
{
battle.epic = 0;
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failMission();
}
}
void doPlayerSelect(void)
{
if (app.keyboard[SDL_SCANCODE_LEFT])
{
selectNewPlayer(-1);
app.keyboard[SDL_SCANCODE_LEFT] = 0;
}
if (app.keyboard[SDL_SCANCODE_RIGHT])
{
selectNewPlayer(1);
app.keyboard[SDL_SCANCODE_RIGHT] = 0;
}
if (app.keyboard[SDL_SCANCODE_RETURN] && player->health > 0)
{
battle.playerSelect = 0;
initPlayer();
app.keyboard[SDL_SCANCODE_RETURN] = 0;
}
}
static void selectNewPlayer(int dir)
{
do
{
selectedPlayerIndex += dir;
selectedPlayerIndex = mod(selectedPlayerIndex, MAX_SELECTABLE_PLAYERS);
player = availablePlayerUnits[selectedPlayerIndex];
}
while (player == NULL);
battle.camera.x = player->x - (SCREEN_WIDTH / 2);
battle.camera.y = player->y - (SCREEN_HEIGHT / 2);
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}
static void activateBoost(void)
{
self->dx += sin(TO_RAIDANS(self->angle)) * 10;
self->dy += -cos(TO_RAIDANS(self->angle)) * 10;
self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
battle.boostTimer = BOOST_RECHARGE_TIME;
}
static void activateECM(void)
{
battle.ecmTimer = ECM_RECHARGE_TIME;
}
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)
{
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unsigned int closest = MAX_TARGET_RANGE;
unsigned int dist = MAX_TARGET_RANGE;
Entity *e;
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player->target = NULL;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
if (e->active && e != player && e->type == ET_FIGHTER && e->side != player->side && e->alive == ALIVE_ALIVE)
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{
dist = getDistance(self->x, self->y, e->x, e->y);
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if (dist < closest)
{
player->target = e;
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closest = dist;
}
}
}
}
static void selectMissionTarget(void)
{
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unsigned int closest = MAX_TARGET_RANGE;
unsigned int dist = MAX_TARGET_RANGE;
Entity *e;
battle.missionTarget = NULL;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->active && e->flags & EF_MISSION_TARGET && e->alive == ALIVE_ALIVE)
{
if (battle.missionTarget == NULL)
{
battle.missionTarget = e;
}
else if (battle.missionTarget->type == ET_WAYPOINT && e->type != ET_WAYPOINT)
{
battle.missionTarget = e;
}
else if (battle.missionTarget->type != ET_WAYPOINT)
{
dist = getDistance(self->x, self->y, e->x, e->y);
if (dist < closest)
{
battle.missionTarget = e;
closest = dist;
}
}
else if (battle.missionTarget->type == ET_WAYPOINT && e->type == ET_WAYPOINT && e->id < battle.missionTarget->id)
{
battle.missionTarget = e;
}
}
}
}