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📄 player.cpp

📁 After decades of war one company, who had gained powerful supplying both sides with weaponary, steps
💻 CPP
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/*Copyright (C) 2003 Parallel RealitiesThis program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of 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 ofMERCHANTABILITY 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 Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/#include "player.h"/*Initialises the player for a new game.*/void initPlayer(){	player.active = 1;	player.x = 200;	player.y = 200;	player.speed = 2;	player.maxShield = (25 * currentGame.shieldUnits);	player.systemPower = player.maxShield;	player.face = 0;	player.image[0] = graphics.shipShape[0];	player.image[1] = graphics.shipShape[1];	player.engineX = player.image[0]->w;	player.engineY = (player.image[0]->h / 2);	player.owner = &player;	player.flags = FL_FRIEND;	player.weaponType[0] = W_PLAYER_WEAPON;	if (player.ammo[0] > 0)	{		player.weaponType[0] = W_PLAYER_WEAPON2;	}	else	{		player.weaponType[0] = W_PLAYER_WEAPON;		weapon[1] = weapon[0]; // reset to weapon 1 defaults	}	player.hit = 0;	engine.lowShield = (player.maxShield / 3);	engine.averageShield = engine.lowShield + engine.lowShield;	if (player.weaponType[1] == W_CHARGER)		player.ammo[1] = 0;	if (player.weaponType[1] == W_LASER)		player.ammo[1] = 1;}void doPlayer(){	// This causes the motion to slow	engine.ssx *= 0.99;	engine.ssy *= 0.99;	int shapeToUse;	if (player.shield > -100)	{		if (player.shield > 0)		{			if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))				fireBullet(&player, 0);			if ((engine.keyState[SDLK_SPACE]) && (player.weaponType[1] != W_NONE))			{				if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER) && (player.ammo[1] > 0))				{					fireBullet(&player, 1);				}				if (player.weaponType[1] == W_LASER)				{					if (player.ammo[1] < 100)					{						fireBullet(&player, 1);						player.ammo[1] += 2;						if (player.ammo[1] >= 100)						{							player.ammo[1] = 200;							setInfoLine("Laser Overheat!!", FONT_WHITE);						}					}				}			}			if (player.weaponType[1] == W_CHARGER)			{				if (engine.keyState[SDLK_SPACE])				{					Math::limitChar(&(++player.ammo[1]), 0, 200);				}				else				{					if (player.ammo[1] > 0)						fireBullet(&player, 1);					player.ammo[1] = 0;				}			}			if ((engine.keyState[SDLK_LSHIFT]) || (engine.keyState[SDLK_RSHIFT]))			{				if (player.ammo[0] < 1)				{					if (weapon[0].ammo[0] == 3)					{						if (weapon[0].flags & WF_THIN_SPREAD)						{							weapon[0].flags -= WF_THIN_SPREAD;							weapon[0].flags += WF_STRAIGHT;							setInfoLine("Weapon set to Concentrate", FONT_WHITE);						}						else						{							weapon[0].flags -= WF_STRAIGHT;							weapon[0].flags += WF_THIN_SPREAD;							setInfoLine("Weapon set to Spread", FONT_WHITE);						}					}				}				else				{					if (weapon[1].ammo[0] == 3)					{						if (weapon[1].flags & WF_THIN_SPREAD)						{							weapon[1].flags -= WF_THIN_SPREAD;							weapon[1].flags += WF_STRAIGHT;							setInfoLine("Weapon set to Concentrate", FONT_WHITE);						}						else						{							weapon[1].flags -= WF_STRAIGHT;							weapon[1].flags += WF_THIN_SPREAD;							setInfoLine("Weapon set to Spread", FONT_WHITE);						}					}					else if (weapon[1].ammo[0] == 4)					{						if (weapon[1].flags & WF_THIN_SPREAD)						{							weapon[1].flags -= WF_THIN_SPREAD;							weapon[1].flags += WF_STRAIGHT;							setInfoLine("Weapon set to Concentrate", FONT_WHITE);						}						else						{							weapon[1].flags -= WF_STRAIGHT;							weapon[1].flags += WF_THIN_SPREAD;							setInfoLine("Weapon set to Spread", FONT_WHITE);						}					}					else if (weapon[1].ammo[0] == 5)					{						if (weapon[1].flags & WF_WIDE_SPREAD)						{							if (weapon[1].flags & WF_THIN_SPREAD)								weapon[1].flags -= WF_THIN_SPREAD;							weapon[1].flags -= WF_WIDE_SPREAD;							weapon[1].flags += WF_STRAIGHT;							setInfoLine("Weapon set to Concentrate", FONT_WHITE);						}						else						{							if (weapon[1].flags & WF_THIN_SPREAD)								weapon[1].flags -= WF_THIN_SPREAD;							weapon[1].flags -= WF_STRAIGHT;							weapon[1].flags += WF_WIDE_SPREAD;							setInfoLine("Weapon set to Spread", FONT_WHITE);						}					}				}								engine.keyState[SDLK_LSHIFT] = engine.keyState[SDLK_RSHIFT] = 0;			}			Math::limitChar(&--player.reload[0], 0, 999);			Math::limitChar(&--player.reload[1], 0, 999);			if (engine.keyState[SDLK_UP])			{				player.y -= player.speed;				engine.ssy += 0.1;			}			if (engine.keyState[SDLK_DOWN])			{				player.y += player.speed;				engine.ssy -= 0.1;			}			if (engine.keyState[SDLK_LEFT])			{				player.x -= player.speed;				engine.ssx += 0.1;				player.face = 1;			}			if (engine.keyState[SDLK_RIGHT])			{				player.x += player.speed;				engine.ssx -= 0.1;				player.face = 0;			}			if (engine.keyState[SDLK_ESCAPE])			{				if ((engine.done == 0) && (engine.gameSection == SECTION_GAME) && (currentMission.remainingObjectives1 == 0))				{					playSound(SFX_FLY);					engine.done = 2;					engine.missionCompleteTimer = (SDL_GetTicks() - 1);				}			}			if (engine.keyState[SDLK_p])			{				engine.paused = 1;				engine.keyState[SDLK_p] = 0;			}			if ((engine.keyState[SDLK_t]) && (currentGame.area != 10))			{				if (engine.targetArrowTimer == -1)					engine.targetArrowTimer = 0;				else					engine.targetArrowTimer = -1;				engine.keyState[SDLK_t] = 0;			}			if ((engine.missionCompleteTimer == 0) && (engine.targetArrowTimer == -1))			{				if ((enemy[engine.targetIndex].shield < 1) && (currentGame.area != 10))				{					engine.targetIndex = rand() % MAX_ALIENS;										if (enemy[engine.targetIndex].flags & FL_FRIEND)						engine.targetIndex = 0;					else						setTarget(engine.targetIndex);				}			}			if (((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0)) || (currentGame.area == 24))				player.face = 0;			if (engine.done == 0)			{				Math::limitFloat(&player.x, 100, 700);				Math::limitFloat(&player.y, 100, 500);			}			if (player.shield > engine.lowShield)				addEngine(&player);			shapeToUse = player.face;			if (player.hit)				shapeToUse += SHIP_HIT_INDEX;			Math::limitChar(&--player.hit, 0, 100);			graphics.blit(graphics.shipShape[shapeToUse], (int)player.x, (int)player.y);			if ((player.shield <= engine.lowShield) && (rand() % 5 < 1))				addExplosion(player.x + Math::rrand(-10, 10), player.y + Math::rrand(-10, 20), E_SMOKE);		}		else		{			player.active = 0;			player.shield--;			if (player.shield == -1)			{				if ((currentGame.hasWingMate1) || (enemy[WC_KLINE].active))					getPlayerDeathMessage();				// Make it look like the ships are all still moving...				if (currentGame.area == 18)				{					for (int i = 0 ; i < MAX_ALIENS ; i++)						enemy[i].flags += FL_LEAVESECTOR;				}				playSound(SFX_DEATH);				playSound(SFX_EXPLOSION);			}			engine.keyState[SDLK_UP] = engine.keyState[SDLK_DOWN] = engine.keyState[SDLK_LEFT] = engine.keyState[SDLK_RIGHT] = 0;			if ((rand() % 3) == 0)				addExplosion(player.x + Math::rrand(-10, 10), player.y + Math::rrand(-10, 10), E_BIG_EXPLOSION);			if (player.shield == -99)				addDebris((int)player.x, (int)player.y, player.maxShield);		}	}	Math::limitFloat(&engine.ssx, -3, 3);	Math::limitFloat(&engine.ssy, -3, 3);	// Specific for the mission were you have to chase the Executive Transport	if ((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0) && (player.shield > 0))	{		engine.ssx = -6;		engine.ssy = 0;	}		if (currentGame.area == 24)	{		engine.ssx = -6;		engine.ssy = 0;	}	player.dx = engine.ssx;	player.dy = engine.ssy;}void flushInput(){	for (int i = 0 ; i < 350 ; i++)		engine.keyState[i] = 0;	while (SDL_PollEvent(&engine.event)){}}void getPlayerInput(){	if (engine.gameSection == SECTION_INTERMISSION)	{		// Get the current mouse position		int x, y;		SDL_GetMouseState(&x, &y);		engine.cursor_x = x;		engine.cursor_y = y;	}	if (SDL_PollEvent(&engine.event))	{		switch (engine.event.type)		{			case SDL_QUIT:				exit(0);				break;			case SDL_MOUSEBUTTONDOWN:				if (engine.gameSection == SECTION_INTERMISSION)				{					if (engine.event.button.button == SDL_BUTTON_LEFT) engine.keyState[SDLK_LCTRL] = 1;					if (engine.event.button.button == SDL_BUTTON_RIGHT) engine.keyState[SDLK_SPACE] = 1;				}				break;			case SDL_KEYDOWN:				if (engine.gameSection == SECTION_TITLE)					addKeyEvent(SDL_GetKeyName(engine.event.key.keysym.sym));				engine.keyState[engine.event.key.keysym.sym] = 1;				if (engine.gameSection != SECTION_GAME)					engine.paused = 0;				break;			case SDL_KEYUP:				if (engine.event.key.keysym.sym != SDLK_p)					engine.keyState[engine.event.key.keysym.sym] = 0;				break;			default:				break;		}	}}void leaveSector(){	engine.keyState[SDLK_UP] = engine.keyState[SDLK_DOWN] = engine.keyState[SDLK_LEFT] = engine.keyState[SDLK_RIGHT] = 0;	engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = engine.keyState[SDLK_SPACE] = 0;	if (engine.done == 0)		engine.done = 3;	if (engine.done == 3)	{		player.face = 0;		if (player.x > -100)		{			player.x += engine.ssx;			engine.ssx -= 1;			if (player.y > 300)				player.y--;			if (player.y < 300)				player.y++;		}		if (player.x <= -100)		{			engine.done = 2;			playSound(SFX_FLY);		}	}	if (engine.done == 2)	{		player.face = 0;		player.x += 12;		engine.ssx -= 0.2;		if (player.x > 1600)			engine.done = 1;	}}

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