| 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 | } |