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1 | /** |
2 | * nInvaders - a space invaders clone for ncurses | |
3 | * Copyright (C) 2002-2003 Dettus | |
4 | * | |
5 | * This program is free software; you can redistribute it and/or modify | |
6 | * it under the terms of the GNU General Public License as published by | |
7 | * the Free Software Foundation; either version 2 of the License, or | |
8 | * (at your option) any later version. | |
9 | * | |
10 | * This program is distributed in the hope that it will be useful, | |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 | * GNU General Public License for more details. | |
14 | * | |
15 | * You should have received a copy of the GNU General Public License | |
16 | * along with this program; if not, write to the Free Software | |
17 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
18 | * | |
19 | * homepage: http://ninvaders.sourceforge.net | |
20 | * mailto: ninvaders-devel@lists.sourceforge.net | |
21 | * | |
22 | */ | |
23 | ||
24 | ||
25 | #include "player.h" | |
26 | #include "aliens.h" | |
27 | #include "ufo.h" | |
28 | #include "nInvaders.h" | |
29 | ||
30 | typedef struct Player Player; | |
31 | ||
32 | struct Player { | |
33 | int posX; // horizontal position of player | |
34 | int posY; // vertical position of player | |
35 | int speed; // 0: no movement; 1: one per turn; etc. | |
36 | int missileFired; // 0: missile not running; 1: missile running | |
37 | int missileX; // horizontal position of missile | |
38 | int missileY; // vertical position of missile | |
39 | }; | |
40 | ||
41 | Player player; | |
42 | ||
43 | /** | |
44 | * initialize player attributes | |
45 | */ | |
46 | void playerReset() | |
47 | { | |
48 | // if missile was fired clear that position | |
49 | if (player.missileFired == 1) { | |
50 | playerMissileClear(player.missileX, player.missileY); | |
51 | } | |
52 | ||
53 | playerClear(player.posX, player.posY); // clear old position of player | |
54 | ||
55 | player.posY = PLAYERPOSY; // set vertical Position | |
56 | player.posX = 0; // set horizontal Position | |
57 | player.speed = 1; | |
58 | player.missileFired = 0; | |
59 | player.missileX=0; | |
60 | player.missileY=0; | |
61 | ||
62 | playerDisplay(player.posX, player.posY); // display new position of player | |
63 | } | |
64 | ||
65 | ||
66 | /** | |
67 | * move player horizontally to position newPosX | |
68 | */ | |
69 | static void playerMove(int newPosX) | |
70 | { | |
71 | playerClear(player.posX, player.posY); // clear sprite | |
72 | player.posX = newPosX; // make movement | |
73 | playerDisplay(player.posX, player.posY); // display sprite | |
74 | } | |
75 | ||
76 | ||
77 | /** | |
78 | * move player left | |
79 | */ | |
80 | void playerMoveLeft() | |
81 | { | |
82 | // check if space between player and border of screen is big enough | |
83 | if (player.posX > 0 + player.speed) { | |
84 | // desired movement is possible | |
85 | playerMove(player.posX - player.speed); | |
86 | } else { | |
87 | // space too small, move to left-most position | |
88 | playerMove(0); | |
89 | } | |
90 | } | |
91 | ||
92 | ||
93 | /** | |
94 | * move player right | |
95 | */ | |
96 | void playerMoveRight() | |
97 | { | |
98 | // check if space between player and border of screen is big enough | |
99 | if (player.posX < SCREENWIDTH - PLAYERWIDTH - player.speed) { | |
100 | // desired movement is possible | |
101 | playerMove(player.posX + player.speed); | |
102 | } else { | |
103 | // space too small, move to right-most position | |
104 | playerMove(SCREENWIDTH - PLAYERWIDTH); | |
105 | } | |
106 | } | |
107 | ||
108 | ||
109 | /** | |
110 | * toggle turbo mode on (if key is kept pressed) | |
111 | */ | |
112 | void playerTurboOn() | |
113 | { | |
114 | player.speed = 2; | |
115 | } | |
116 | ||
117 | ||
118 | /** | |
119 | * toggle turbo mode off (if key is kept pressed) | |
120 | */ | |
121 | void playerTurboOff() | |
122 | { | |
123 | player.speed = 1; | |
124 | } | |
125 | ||
126 | ||
127 | /** | |
128 | * player was hit by an alien shot | |
129 | */ | |
130 | int playerHitCheck(int hostileShotX, int hostileShotY) | |
131 | { | |
132 | int fPlayerWasHit = 0; | |
133 | ||
134 | // if shot reached vertikal position of player | |
135 | if (hostileShotY == PLAYERPOSY) { | |
136 | // if shot hits player | |
137 | if (hostileShotX >= player.posX && hostileShotX <= player.posX + PLAYERWIDTH -1) { | |
138 | fPlayerWasHit = 1; // set return value | |
139 | } | |
140 | } | |
141 | ||
142 | return fPlayerWasHit; // return if player was hit | |
143 | } | |
144 | ||
145 | ||
146 | /** | |
147 | * Launch Missile | |
148 | */ | |
149 | void playerLaunchMissile() | |
150 | { | |
151 | // only launch missile if no other is on its way | |
152 | if (player.missileFired == 0) { | |
153 | player.missileFired = 1; // missile is on its way | |
154 | player.missileX = player.posX + PLAYERWIDTH / 2; // launched from the middle of player... | |
155 | player.missileY = PLAYERPOSY; // ...at same horizontal position | |
156 | } | |
157 | } | |
158 | ||
159 | ||
160 | /** | |
161 | * Reload Missile | |
162 | */ | |
163 | static void playerReloadMissile() | |
164 | { | |
165 | player.missileFired = 0; // no player missile flying | |
166 | } | |
167 | ||
168 | ||
169 | /** | |
170 | * move player missile and do alien/bunker hit testing | |
171 | * return value - 0: still some aliens left, 1: no aliens left | |
172 | */ | |
173 | int playerMoveMissile() | |
174 | { | |
175 | int fNoAliensLeft = 0; // return value | |
176 | int alienTypeHit = 0; | |
177 | ||
178 | // only do movements if there is a missile to move | |
179 | if (player.missileFired == 1) { | |
180 | ||
181 | playerMissileClear(player.missileX, player.missileY); // clear old missile position | |
182 | playerDisplay(player.posX, player.posY); // todo: check if this can be removed later if missiled is fired, | |
183 | //the middle of player is cleared | |
184 | player.missileY--; // move missile | |
185 | ||
186 | // if missile out of battlefield | |
187 | if (player.missileY < 0) { | |
188 | playerReloadMissile(); // reload missile | |
189 | } else { | |
190 | playerMissileDisplay(player.missileX, player.missileY); // display missile at new position | |
191 | } | |
192 | ||
193 | // if missile hits an alien (TODO) | |
194 | alienTypeHit = aliensHitCheck(player.missileX, player.missileY); | |
195 | if (alienTypeHit != 0) { | |
196 | ||
197 | doScoring(alienTypeHit); // increase score | |
198 | playerReloadMissile(); // reload missile | |
199 | ||
200 | aliensClear(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // clear old posiiton of aliens | |
201 | ||
202 | render(); | |
203 | if (shipnum == 0) { | |
204 | fNoAliensLeft = 1; | |
205 | } | |
206 | ||
207 | // speed of aliens | |
208 | weite = (shipnum + (skill_level * 10) - (level * 5) + 5) / 10; | |
209 | if (weite < 0) { | |
210 | weite = 0; | |
211 | } | |
212 | ||
213 | playerMissileClear(player.missileX, player.missileY); // clear old missile position | |
214 | aliensDisplay(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // display aliens | |
215 | } | |
216 | ||
217 | // if missile hits a bunker | |
218 | if (bunkersHitCheck(player.missileX, player.missileY) == 1) { | |
219 | bunkersClearElement(player.missileX, player.missileY); // clear element of bunker | |
220 | playerReloadMissile(); // reload player missile | |
221 | } | |
222 | ||
223 | // if missile hits ufo | |
224 | if (ufoHitCheck(player.missileX, player.missileY) == 1) { | |
225 | doScoring(UFO_ALIEN_TYPE); | |
226 | playerReloadMissile(); | |
227 | } | |
228 | } | |
229 | ||
230 | return fNoAliensLeft; | |
231 | ||
232 | } | |
233 | ||
234 | /** | |
235 | * let player explode | |
236 | */ | |
237 | void playerExplode(){ | |
238 | playerExplosionDisplay(player.posX, player.posY); | |
239 | playerDisplay(player.posX, player.posY); | |
240 | } |