changed worldmap format a bit to be more consistent with level format
[supertux.git] / src / object / player.cpp
1 //  $Id$
2 //
3 //  SuperTux -  A Jump'n Run
4 //  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #include <typeinfo>
22 #include <cmath>
23 #include <iostream>
24 #include <cassert>
25
26 #include "gettext.h"
27 #include "sprite/sprite_manager.h"
28 #include "player.h"
29 #include "tile.h"
30 #include "sprite/sprite.h"
31 #include "sector.h"
32 #include "resources.h"
33 #include "video/screen.h"
34 #include "statistics.h"
35 #include "game_session.h"
36 #include "object/tilemap.h"
37 #include "object/camera.h"
38 #include "object/gameobjs.h"
39 #include "object/portable.h"
40 #include "trigger/trigger_base.h"
41 #include "control/joystickkeyboardcontroller.h"
42 #include "main.h"
43
44 static const int TILES_FOR_BUTTJUMP = 3;
45 static const float SHOOTING_TIME = .150;
46 /// time before idle animation starts
47 static const float IDLE_TIME = 2.5;
48
49 static const float WALK_ACCELERATION_X = 300;
50 static const float RUN_ACCELERATION_X = 400;
51 static const float SKID_XM = 200;
52 static const float SKID_TIME = .3;
53 static const float MAX_WALK_XM = 230;
54 static const float MAX_RUN_XM = 320;
55 static const float WALK_SPEED = 100;
56
57 // growing animation
58 Surface* growingtux_left[GROWING_FRAMES];
59 Surface* growingtux_right[GROWING_FRAMES];
60
61 Surface* tux_life = 0;
62
63 TuxBodyParts* small_tux = 0;
64 TuxBodyParts* big_tux = 0;
65 TuxBodyParts* fire_tux = 0;
66 TuxBodyParts* ice_tux = 0;
67
68 void
69 TuxBodyParts::set_action(std::string action, int loops)
70 {
71   if(head != NULL)
72     head->set_action(action, loops);
73   if(body != NULL)
74     body->set_action(action, loops);
75   if(arms != NULL)
76     arms->set_action(action, loops);
77   if(feet != NULL)
78     feet->set_action(action, loops);
79 }
80
81 void
82 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
83 {
84   if(head != NULL)
85     head->draw(context, pos, layer-1);
86   if(body != NULL)
87     body->draw(context, pos, layer-3);
88   if(arms != NULL)
89     arms->draw(context, pos, layer);
90   if(feet != NULL)
91     feet->draw(context, pos, layer-2);
92 }
93
94 Player::Player(PlayerStatus* _player_status)
95   : player_status(_player_status), grabbed_object(0)
96 {
97   controller = main_controller;
98   smalltux_gameover = sprite_manager->create("smalltux-gameover");
99   smalltux_star = sprite_manager->create("smalltux-star");
100   bigtux_star = sprite_manager->create("bigtux-star");
101   init();
102 }
103
104 Player::~Player()
105 {
106   delete smalltux_gameover;
107   delete smalltux_star;
108   delete bigtux_star;
109 }
110
111 void
112 Player::init()
113 {
114   if(is_big())
115     bbox.set_size(31.8, 63.8);
116   else
117     bbox.set_size(31.8, 31.8);
118
119   dir = RIGHT;
120   old_dir = dir;
121   duck = false;
122   dead = false;
123
124   dying = false;
125   last_ground_y = 0;
126   fall_mode = ON_GROUND;
127   jumping = false;
128   flapping = false;
129   can_jump = true;
130   can_flap = false;
131   falling_from_flap = false;
132   enable_hover = false;
133   butt_jump = false;
134   
135   flapping_velocity = 0;
136
137   // temporary to help player's choosing a flapping
138   flapping_mode = NO_FLAP;
139
140   // Ricardo's flapping
141   flaps_nb = 0;
142
143   on_ground_flag = false;
144   grabbed_object = 0;
145
146   physic.reset();
147 }
148
149 void
150 Player::set_controller(Controller* controller)
151 {
152   this->controller = controller;
153 }
154
155 void
156 Player::update(float elapsed_time)
157 {
158   if(dying && dying_timer.check()) {
159     dead = true;
160     return;
161   }
162
163   if(!controller->hold(Controller::ACTION) && grabbed_object) {
164     grabbed_object = 0;
165     // move the grabbed object a bit away from tux
166     Vector pos = get_pos() + 
167         Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
168                 bbox.get_height()*0.66666 - 32);
169     MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
170     if(object) {
171       object->set_pos(pos);
172     } else {
173 #ifdef DEBUG
174       std::cout << "Non MovingObjetc grabbed?!?\n";
175 #endif
176     }
177   }
178
179   if(!dying)
180     handle_input();
181
182   movement = physic.get_movement(elapsed_time);
183   on_ground_flag = false;
184
185 #if 0
186   // special exception for cases where we're stuck under tiles after
187   // being ducked. In this case we drift out
188   if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
189      && collision_object_map(base)) {
190     base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
191     previous_base = old_base = base;
192   }
193 #endif
194
195   if(grabbed_object != 0) {
196     Vector pos = get_pos() + 
197       Vector(dir == LEFT ? -16 : 16,
198              bbox.get_height()*0.66666 - 32);
199     grabbed_object->grab(*this, pos);
200   }
201 }
202
203 bool
204 Player::on_ground()
205 {
206   return on_ground_flag;
207 }
208
209 bool
210 Player::is_big()
211 {
212   if(player_status->bonus == NO_BONUS)
213     return false;
214
215   return true;
216 }
217
218 void
219 Player::handle_horizontal_input()
220 {
221   float vx = physic.get_velocity_x();
222   float vy = physic.get_velocity_y();
223   float ax = physic.get_acceleration_x();
224   float ay = physic.get_acceleration_y();
225
226   float dirsign = 0;
227   if(!duck || physic.get_velocity_y() != 0) {
228     if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
229       old_dir = dir;
230       dir = LEFT;
231       dirsign = -1;
232     } else if(!controller->hold(Controller::LEFT)
233               && controller->hold(Controller::RIGHT)) {
234       old_dir = dir;
235       dir = RIGHT;
236       dirsign = 1;
237     }
238   }
239
240   if (!controller->hold(Controller::ACTION)) {
241     ax = dirsign * WALK_ACCELERATION_X;
242     // limit speed
243     if(vx >= MAX_WALK_XM && dirsign > 0) {
244       vx = MAX_WALK_XM;
245       ax = 0;
246     } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
247       vx = -MAX_WALK_XM;
248       ax = 0;
249     }
250   } else {
251     ax = dirsign * RUN_ACCELERATION_X;
252     // limit speed
253     if(vx >= MAX_RUN_XM && dirsign > 0) {
254       vx = MAX_RUN_XM;
255       ax = 0;
256     } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
257       vx = -MAX_RUN_XM;
258       ax = 0;
259     }
260   }
261
262   // we can reach WALK_SPEED without any acceleration
263   if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
264     vx = dirsign * WALK_SPEED;
265   }
266
267   // changing directions?
268   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
269     // let's skid!
270     if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
271       skidding_timer.start(SKID_TIME);
272       sound_manager->play_sound("skid");
273       // dust some partcles
274       Sector::current()->add_object(
275         new Particles(
276           Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
277                  bbox.p2.y),
278           dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
279           Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
280           LAYER_OBJECTS+1));
281       
282       ax *= 2.5;
283     } else {
284       ax *= 2;
285     }
286   }
287
288   // we get slower when not pressing any keys
289   if(dirsign == 0) {
290     if(fabs(vx) < WALK_SPEED) {
291       vx = 0;
292       ax = 0;
293     } else if(vx < 0) {
294       ax = WALK_ACCELERATION_X * 1.5;
295     } else {
296       ax = WALK_ACCELERATION_X * -1.5;
297     }
298   }
299
300 #if 0
301   // if we're on ice slow down acceleration or deceleration
302   if (isice(base.x, base.y + base.height))
303   {
304     /* the acceleration/deceleration rate on ice is inversely proportional to
305      * the current velocity.
306      */
307
308     // increasing 1 will increase acceleration/deceleration rate
309     // decreasing 1 will decrease acceleration/deceleration rate
310     //  must stay above zero, though
311     if (ax != 0) ax *= 1 / fabs(vx);
312   }
313 #endif
314
315   // extend/shrink tux collision rectangle so that we fall through/walk over 1
316   // tile holes
317   if(fabsf(vx) > MAX_WALK_XM) {
318     bbox.set_width(33);
319   } else {
320     bbox.set_width(31.8);
321   }
322
323   physic.set_velocity(vx, vy);
324   physic.set_acceleration(ax, ay);
325 }
326
327 void
328 Player::handle_vertical_input()
329 {
330   // set fall mode...
331   if(on_ground()) {
332     fall_mode = ON_GROUND;
333     last_ground_y = get_pos().y;
334   } else {
335     if(get_pos().y > last_ground_y)
336       fall_mode = FALLING;
337     else if(fall_mode == ON_GROUND)
338       fall_mode = JUMPING;
339   }
340
341   if(on_ground()) { /* Make sure jumping is off. */
342     jumping = false;
343     flapping = false;
344     falling_from_flap = false;
345     if (flapping_timer.started()) {
346       flapping_timer.start(0);
347     }
348
349     physic.set_acceleration_y(0); //for flapping
350   }
351
352   // Press jump key
353   if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
354     if(duck) { // only jump a little bit when in duck mode {
355       physic.set_velocity_y(300);
356     } else {
357       // jump higher if we are running
358       if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
359         physic.set_velocity_y(580);
360       else
361         physic.set_velocity_y(520);
362     }
363     
364     //bbox.move(Vector(0, -1));
365     jumping = true;
366     flapping = false;
367     can_jump = false;
368     can_flap = false;
369     flaps_nb = 0; // Ricardo's flapping
370     if (is_big())
371       sound_manager->play_sound("bigjump");
372     else
373       sound_manager->play_sound("jump");
374   } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
375     if (!flapping && !duck && !falling_from_flap && !on_ground()) {
376       can_flap = true;
377     }
378     if (jumping && physic.get_velocity_y() > 0) {
379       jumping = false;
380       physic.set_velocity_y(0);
381     }
382   }
383
384   // temporary to help player's choosing a flapping
385   if(flapping_mode == RICARDO_FLAP) {
386     // Flapping, Ricardo's version
387     // similar to SM3 Fox
388     if(controller->pressed(Controller::JUMP) && can_flap && flaps_nb < 3) {
389       physic.set_velocity_y(350);
390       physic.set_velocity_x(physic.get_velocity_x() * 35);
391       flaps_nb++;
392     }
393   } else if(flapping_mode == MAREK_FLAP) {
394     // Flapping, Marek's version
395     if (controller->hold(Controller::JUMP) && can_flap)
396     {
397       if (!flapping_timer.started())
398       {
399         flapping_timer.start(TUX_FLAPPING_TIME);
400         flapping_velocity = physic.get_velocity_x();
401       }
402       if (flapping_timer.check()) 
403       {
404         can_flap = false;
405         falling_from_flap = true;
406       }
407       jumping = true;
408       flapping = true;
409       if (!flapping_timer.check()) {
410         float cv = flapping_velocity * sqrt(
411           TUX_FLAPPING_TIME - flapping_timer.get_timegone() 
412           / TUX_FLAPPING_TIME);
413         
414         //Handle change of direction while flapping
415         if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
416           cv *= (-1);
417         }
418         physic.set_velocity_x(cv);
419         physic.set_velocity_y(
420           flapping_timer.get_timegone()/.850);
421       }
422     }
423   } else if(flapping_mode == RYAN_FLAP) {
424     // Flapping, Ryan's version
425     if (controller->hold(Controller::JUMP) && can_flap)
426     {
427       if (!flapping_timer.started())
428       {
429         flapping_timer.start(TUX_FLAPPING_TIME);
430       }
431       if (flapping_timer.check()) 
432       {
433         can_flap = false;
434         falling_from_flap = true;
435       }
436       jumping = true;
437       flapping = true;
438       if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
439           && physic.get_velocity_y() < 0)
440       {
441         float gravity = Sector::current()->gravity;
442         (void)gravity;
443         float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
444         
445         // XXX: magic numbers. should be a percent of gravity
446         //      gravity is (by default) -0.1f
447         physic.set_acceleration_y(12 + 1*xr);
448         
449 #if 0
450         // To slow down x-vel when flapping (not working)
451         if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
452         {
453           if (physic.get_velocity_x() < 0)
454             physic.set_acceleration_x(1.0f);
455           else if (physic.get_velocity_x() > 0)
456             physic.set_acceleration_x(-1.0f);
457         }
458 #endif
459       }
460     } else {
461       physic.set_acceleration_y(0);
462     }
463   }
464
465   /* In case the player has pressed Down while in a certain range of air,
466      enable butt jump action */
467   if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
468     //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
469     butt_jump = true;
470   
471   /* When Down is not held anymore, disable butt jump */
472   if(butt_jump && !controller->hold(Controller::DOWN))
473     butt_jump = false;
474   
475 #if 0
476   // Do butt jump
477   if (butt_jump && on_ground() && is_big()) {
478     // Add a smoke cloud
479     if (duck) 
480       Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
481     else 
482       Sector::current()->add_smoke_cloud(
483         Vector(get_pos().x - 32, get_pos().y + 32));
484     
485     butt_jump = false;
486     
487     // Break bricks beneath Tux
488     if(Sector::current()->trybreakbrick(
489          Vector(base.x + 1, base.y + base.height), false)
490        || Sector::current()->trybreakbrick(
491          Vector(base.x + base.width - 1, base.y + base.height), false)) {
492       physic.set_velocity_y(2);
493       butt_jump = true;
494     }
495     
496     // Kill nearby badguys
497     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
498     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
499          i != gameobjects.end();
500          i++) {
501       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
502       if(badguy) {
503         // don't kill when badguys are already dying or in a certain mode
504         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
505            badguy->mode != BadGuy::BOMB_EXPLODE) {
506           if (fabsf(base.x - badguy->base.x) < 96 &&
507               fabsf(base.y - badguy->base.y) < 64)
508             badguy->kill_me(25);
509         }
510       }
511     }
512   }
513 #endif
514
515   /** jumping is only allowed if we're about to touch ground soon and if the
516    * button has been up in between the last jump
517    */
518   // FIXME
519 #if 0
520   if ( (issolid(get_pos().x + bbox.get_width() / 2,
521           get_pos().y + bbox.get_height() + 64) ||
522         issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
523         issolid(get_pos().x + bbox.get_width() - 1,
524           get_pos().y + bbox.get_height() + 64))
525        && jumping  == false
526        && can_jump == false
527        && input.jump && !input.old_jump)
528     {
529       can_jump = true;
530     }
531 #endif
532 }
533
534 void
535 Player::handle_input()
536 {
537   /* Handle horizontal movement: */
538   handle_horizontal_input();
539
540   /* Jump/jumping? */
541   if (on_ground() && !controller->hold(Controller::JUMP))
542     can_jump = true;
543   handle_vertical_input();
544
545   /* Shoot! */
546   if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
547     if(Sector::current()->add_bullet(
548          get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) 
549                       : Vector(32, bbox.get_height()/2)),
550          physic.get_velocity_x(), dir))
551       shooting_timer.start(SHOOTING_TIME);
552   }
553   
554   /* Duck! */
555   if (controller->hold(Controller::DOWN) && is_big() && !duck 
556       && physic.get_velocity_y() == 0 && on_ground()) {
557     duck = true;
558     bbox.move(Vector(0, 32));
559     bbox.set_height(31.8);
560   } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
561     // try if we can really unduck
562     bbox.move(Vector(0, -32));
563     bbox.set_height(63.8);
564     duck = false;
565     // FIXME
566 #if 0
567     // when unducking in air we need some space to do so
568     if(on_ground() || !collision_object_map(bbox)) {
569       duck = false;
570     } else {
571       // undo the ducking changes
572       bbox.move(Vector(0, 32));
573       bbox.set_height(31.8);
574     }
575 #endif
576   }
577 }
578
579 void
580 Player::set_bonus(BonusType type, bool animate)
581 {
582   if(player_status->bonus == type)
583     return;
584   
585   if(player_status->bonus == NO_BONUS) {
586     bbox.set_height(63.8);
587     bbox.move(Vector(0, -32));
588     if(animate)
589       growing_timer.start(GROWING_TIME);
590   }
591   
592   player_status->bonus = type;
593 }
594
595 void
596 Player::draw(DrawingContext& context)
597 {
598   TuxBodyParts* tux_body;
599           
600   if (player_status->bonus == GROWUP_BONUS)
601     tux_body = big_tux;
602   else if (player_status->bonus == FIRE_BONUS)
603     tux_body = fire_tux;
604   else if (player_status->bonus == ICE_BONUS)
605     tux_body = ice_tux;
606   else
607     tux_body = small_tux;
608
609   int layer = LAYER_OBJECTS + 10;
610
611   /* Set Tux sprite action */
612   if (duck && is_big())
613     {
614     if(dir == LEFT)
615       tux_body->set_action("duck-left");
616     else // dir == RIGHT
617       tux_body->set_action("duck-right");
618     }
619   else if (skidding_timer.started() && !skidding_timer.check())
620     {
621     if(dir == LEFT)
622       tux_body->set_action("skid-left");
623     else // dir == RIGHT
624       tux_body->set_action("skid-right");
625     }
626   else if (kick_timer.started() && !kick_timer.check())
627     {
628     if(dir == LEFT)
629       tux_body->set_action("kick-left");
630     else // dir == RIGHT
631       tux_body->set_action("kick-right");
632     }
633   else if (butt_jump && is_big())
634     {
635     if(dir == LEFT)
636       tux_body->set_action("buttjump-left");
637     else // dir == RIGHT
638       tux_body->set_action("buttjump-right");
639     }
640   else if (physic.get_velocity_y() != 0)
641     {
642     if(dir == LEFT)
643       tux_body->set_action("jump-left");
644     else // dir == RIGHT
645       tux_body->set_action("jump-right");
646     }
647   else
648     {
649     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
650       {
651       if(dir == LEFT)
652         tux_body->set_action("stand-left");
653       else // dir == RIGHT
654         tux_body->set_action("stand-right");
655       }
656     else // moving
657       {
658       if(dir == LEFT)
659         tux_body->set_action("walk-left");
660       else // dir == RIGHT
661         tux_body->set_action("walk-right");
662       }
663     }
664
665   if(idle_timer.check())
666     {
667     if(is_big())
668       {
669       if(dir == LEFT)
670         tux_body->head->set_action("idle-left", 1);
671       else // dir == RIGHT
672         tux_body->head->set_action("idle-right", 1);
673       }
674
675     }
676
677   // Tux is holding something
678   if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
679       (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
680     {
681     if (duck)
682       {
683       if(dir == LEFT)
684         tux_body->arms->set_action("duck+grab-left");
685       else // dir == RIGHT
686         tux_body->arms->set_action("duck+grab-right");
687       }
688     else
689       {
690       if(dir == LEFT)
691         tux_body->arms->set_action("grab-left");
692       else // dir == RIGHT
693         tux_body->arms->set_action("grab-right");
694       }
695     }
696
697   /* Draw Tux */
698   if(dying) {
699     smalltux_gameover->draw(context, get_pos(), layer);
700   } else if(growing_timer.get_timeleft() > 0) {
701     if(!is_big())
702       {
703       if (dir == RIGHT)
704         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
705                  int((growing_timer.get_timegone() *
706                  GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
707       else
708         context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
709                 int((growing_timer.get_timegone() *
710                 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
711       }
712     else
713       {
714       if (dir == RIGHT)
715         context.draw_surface(growingtux_right[
716             int((growing_timer.get_timegone() *
717                 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
718       else
719         context.draw_surface(growingtux_left[
720             int((growing_timer.get_timegone() *
721                              GROWING_FRAMES) / GROWING_TIME)],
722             get_pos(), layer);
723       }
724     }
725   else if (safe_timer.started() && size_t(global_time*40)%2)
726     ;  // don't draw Tux
727   else
728     tux_body->draw(context, get_pos(), layer);
729
730   // Draw blinking star overlay
731   if (invincible_timer.started() &&
732      (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
733       || size_t(global_time*20)%2)
734      && !dying)
735   {
736     if (!is_big() || duck)
737       smalltux_star->draw(context, get_pos(), layer + 5);
738     else
739       bigtux_star->draw(context, get_pos(), layer + 5);
740   } 
741 }
742
743 HitResponse
744 Player::collision(GameObject& other, const CollisionHit& hit)
745 {
746   Portable* portable = dynamic_cast<Portable*> (&other);
747   if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
748      && fabsf(hit.normal.x) > .9) {
749     grabbed_object = portable;
750     return CONTINUE;
751   }
752  
753   if(other.get_flags() & FLAG_SOLID) {
754     if(hit.normal.y < 0) { // landed on floor?
755       if (physic.get_velocity_y() < 0)
756         physic.set_velocity_y(0);
757       on_ground_flag = true;
758     } else if(hit.normal.y > 0) { // bumped against the roof
759       physic.set_velocity_y(.1);
760     }
761     
762     if(fabsf(hit.normal.x) > .9) { // hit on the side?
763       physic.set_velocity_x(0);
764     }
765
766     return CONTINUE;
767   }
768
769   TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
770   if(trigger) {
771     if(controller->pressed(Controller::UP))
772       trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
773   }
774
775   return FORCE_MOVE;
776 }
777
778 void
779 Player::make_invincible()
780 {
781   sound_manager->play_sound("invincible");
782   invincible_timer.start(TUX_INVINCIBLE_TIME);
783   Sector::current()->play_music(HERRING_MUSIC);               
784 }
785
786 /* Kill Player! */
787 void
788 Player::kill(HurtMode mode)
789 {
790   if(dying)
791     return;
792
793   if(mode != KILL && 
794           safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
795     return;                          
796   
797   sound_manager->play_sound("hurt");
798
799   physic.set_velocity_x(0);
800
801   if (mode == SHRINK && is_big())
802     {
803       if (player_status->bonus == FIRE_BONUS
804           || player_status->bonus == ICE_BONUS)
805         {
806           safe_timer.start(TUX_SAFE_TIME);
807           player_status->bonus = GROWUP_BONUS;
808         }
809       else 
810         {
811           growing_timer.start(GROWING_TIME);
812           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
813           bbox.set_height(31.8);
814           duck = false;
815           player_status->bonus = NO_BONUS;
816         }
817     }
818   else
819     {
820       physic.enable_gravity(true);
821       physic.set_acceleration(0, 0);
822       physic.set_velocity(0, 700);
823       player_status->lives -= 1;
824       player_status->bonus = NO_BONUS;
825       dying = true;
826       dying_timer.start(3.0);
827       flags |= FLAG_NO_COLLDET;
828     }
829 }
830
831 void
832 Player::move(const Vector& vector)
833 {
834   bbox.set_pos(vector);
835   if(is_big())
836     bbox.set_size(31.8, 63.8);
837   else
838     bbox.set_size(31.8, 31.8);
839   on_ground_flag = false;
840   duck = false;
841   last_ground_y = vector.y;
842
843   physic.reset();
844 }
845
846 void
847 Player::check_bounds(Camera* camera)
848 {
849   /* Keep tux in bounds: */
850   if (get_pos().x < 0)
851     { // Lock Tux to the size of the level, so that he doesn't fall of
852       // on the left side
853       bbox.set_pos(Vector(0, get_pos().y));
854     }
855
856   /* Keep in-bounds, vertically: */
857   if (get_pos().y > Sector::current()->solids->get_height() * 32)
858     {
859       kill(KILL);
860       return;
861     }
862
863   bool adjust = false;
864   // can happen if back scrolling is disabled
865   if(get_pos().x < camera->get_translation().x) {
866     bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
867     adjust = true;
868   }
869   if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
870   {
871     bbox.set_pos(Vector(
872           camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
873           get_pos().y));
874     adjust = true;
875   }
876
877   if(adjust) {
878     // FIXME
879 #if 0
880     // squished now?
881     if(collision_object_map(bbox)) {
882       kill(KILL);
883       return;
884     }
885 #endif
886   }
887 }
888
889 void
890 Player::bounce(BadGuy& )
891 {
892   //Make sure we stopped flapping
893   flapping = false;
894   falling_from_flap = false;
895   
896   if(controller->hold(Controller::JUMP))
897     physic.set_velocity_y(520);
898   else
899     physic.set_velocity_y(300);
900 }
901