2 // C Implementation: player/tux
7 // Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
9 // Copyright: See COPYING file that comes with this distribution
20 texture_type tux_life,
21 tux_right[3], tux_left[3],
22 bigtux_right[3], bigtux_left[3],
23 bigtux_right_jump, bigtux_left_jump,
24 ducktux_right, ducktux_left,
25 skidtux_right, skidtux_left,
26 firetux_right[3], firetux_left[3],
27 bigfiretux_right[3], bigfiretux_left[3],
28 bigfiretux_right_jump, bigfiretux_left_jump,
29 duckfiretux_right, duckfiretux_left,
30 skidfiretux_right, skidfiretux_left,
31 cape_right[2], cape_left[2],
32 bigcape_right[2], bigcape_left[2];
34 void player_init(player_type* pplayer)
36 pplayer->base.width = 32;
37 pplayer->base.height = 32;
39 pplayer->size = SMALL;
40 pplayer->got_coffee = NO;
43 pplayer->base.y = 240;
50 pplayer->jumping = NO;
52 pplayer->frame_main = 0;
58 pplayer->input.down = UP;
59 pplayer->input.fire = UP;
60 pplayer->input.left = UP;
61 pplayer->input.old_fire = UP;
62 pplayer->input.right = UP;
63 pplayer->input.up = UP;
65 pplayer->keymap.jump = SDLK_UP;
66 pplayer->keymap.duck = SDLK_DOWN;
67 pplayer->keymap.left = SDLK_LEFT;
68 pplayer->keymap.right = SDLK_RIGHT;
69 pplayer->keymap.fire = SDLK_LCTRL;
71 timer_init(&pplayer->invincible_timer,YES);
72 timer_init(&pplayer->skidding_timer,YES);
73 timer_init(&pplayer->safe_timer,YES);
74 timer_init(&pplayer->frame_timer,YES);
75 physic_init(&pplayer->hphysic);
76 physic_init(&pplayer->vphysic);
79 int player_key_event(player_type* pplayer, SDLKey key, int state)
81 if(key == pplayer->keymap.right)
83 pplayer->input.right = state;
86 else if( key == pplayer->keymap.left)
88 pplayer->input.left = state;
91 else if(key == pplayer->keymap.jump)
93 pplayer->input.up = state;
96 else if(key == pplayer->keymap.duck)
98 pplayer->input.down = state;
101 else if(key == pplayer->keymap.fire)
103 pplayer->input.fire = state;
110 void player_level_begin(player_type* pplayer)
113 pplayer->base.y = 240;
114 pplayer->base.xm = 0;
115 pplayer->base.ym = 0;
117 pplayer->input.down = UP;
118 pplayer->input.fire = UP;
119 pplayer->input.left = UP;
120 pplayer->input.old_fire = UP;
121 pplayer->input.right = UP;
122 pplayer->input.up = UP;
124 timer_init(&pplayer->invincible_timer,YES);
125 timer_init(&pplayer->skidding_timer,YES);
126 timer_init(&pplayer->safe_timer,YES);
129 void player_action(player_type* pplayer)
131 /* --- HANDLE TUX! --- */
133 player_input(pplayer);
137 pplayer->base.x += pplayer->base.xm * frame_ratio;
138 pplayer->base.y += pplayer->base.ym * frame_ratio;
140 player_keep_in_bounds(pplayer);
147 /*if(physic_is_set(&pplayer->vphysic))
149 pplayer->base.ym = physic_get_velocity(&pplayer->vphysic);
153 if( /*!issolid( pplayer->base.x + 16, pplayer->base.y + pplayer->base.height )*/ !player_on_ground(pplayer))
155 if(!physic_is_set(&pplayer->vphysic))
157 physic_set_state(&pplayer->vphysic,PH_VT);
158 physic_set_start_vy(&pplayer->vphysic,0.);
160 pplayer->base.ym = physic_get_velocity(&pplayer->vphysic);
166 if (pplayer->base.ym > 0)
168 pplayer->base.y = (int)(((int)(pplayer->base.y +1) / 32) * 32);
169 pplayer->base.ym = 0;
171 physic_init(&pplayer->vphysic);
174 while(issolid( pplayer->base.x + 16, pplayer->base.y + pplayer->base.height) && !issolid( pplayer->base.x + 16, pplayer->base.y + 1))
178 while(issolid( pplayer->base.x + 16, pplayer->base.y + 1) && !issolid( pplayer->base.x + 16, pplayer->base.y + pplayer->base.height))
182 while(issolid( pplayer->base.x - 1, pplayer->base.y + 1) || issolid( pplayer->base.x - 1, pplayer->base.y+pplayer->base.height))
186 while(issolid( pplayer->base.x + 32, pplayer->base.y + 1) || issolid( pplayer->base.x + 32, pplayer->base.y+pplayer->base.height))
191 if(pplayer->base.ym < 0)
194 if (isbrick(pplayer->base.x, pplayer->base.y) ||
195 isfullbox(pplayer->base.x, pplayer->base.y))
197 trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
198 trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
200 if(pplayer->size == BIG)
201 trybreakbrick(pplayer->base.x, pplayer->base.y);
203 bumpbrick(pplayer->base.x, pplayer->base.y);
204 tryemptybox(pplayer->base.x, pplayer->base.y);
207 if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
208 isfullbox(pplayer->base.x+ 31, pplayer->base.y))
210 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
211 trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
213 if(pplayer->size == BIG)
214 trybreakbrick(pplayer->base.x+ 31, pplayer->base.y);
216 bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
217 tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
221 if(pplayer->size == SMALL)
223 /* Get a distro from a brick? */
225 if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
226 shape(pplayer->base.x, pplayer->base.y) == 'y')
228 add_bouncy_distro((((int)pplayer->base.x)
230 ((int)pplayer->base.y / 32) * 32);
231 if (counting_distros == NO)
233 counting_distros = YES;
234 distro_counter = 100;
237 if (distro_counter <= 0)
238 level_change(¤t_level,pplayer->base.x,pplayer->base.y - 1, 'a');
240 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
241 score = score + SCORE_DISTRO;
244 else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
245 shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
247 add_bouncy_distro((((int)pplayer->base.x + 31)
249 ((int)pplayer->base.y / 32) * 32);
250 if (counting_distros == NO)
252 counting_distros = YES;
253 distro_counter = 100;
256 if (distro_counter <= 0)
257 level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
259 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
260 score = score + SCORE_DISTRO;
266 player_grabdistros(pplayer);
268 /* FIXME: this code is COMPLETLY broken!!! */
269 /* if (issolid(pplayer->base.x, pplayer->base.y + 31) &&
270 !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y + 31))
272 while (issolid(pplayer->base.x, pplayer->base.y + 31))
274 if (pplayer->base.xm < 0)
276 else if (pplayer->base.xm > 0)
280 pplayer->base.xm = 0;
283 /*if (issolid(pplayer->base.x, pplayer->base.y) &&
284 !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y))
286 while (issolid(pplayer->base.x, (pplayer->base.y)))
288 if (pplayer->base.xm < 0)
290 else if (pplayer->base.xm > 0)
294 pplayer->base.xm = 0;
297 /*if (issolid(pplayer->base.x, pplayer->base.y + 31))
299 /* Set down properly: * /
302 while (issolid(pplayer->base.x, pplayer->base.y + 31))
307 DEBUG_MSG("FIXME - UNDER certain circumstances I'm hanging in a loop here!");
308 /*the circumstances are:
309 issolid() is true and base.ym == 0
310 use of floating point varibles for base stuff* /
313 if (pplayer->base.ym < 0)
315 else if (pplayer->base.ym > 0)
320 /* Reset score multiplier (for multi-hits): */
322 if (pplayer->base.ym > 2)
323 score_multiplier = 1;
328 pplayer->base.ym = 0;
329 pplayer->jumping = NO;
330 pplayer->input.up = UP;
332 /* FIXME: this code is COMPLETLY broken!!! */
333 /*if (issolid(pplayer->base.x, pplayer->base.y) ||
334 (pplayer->size == BIG && !pplayer->duck &&
335 (issolid(pplayer->base.x, pplayer->base.y - 32))))
337 /*if (!issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y) &&
338 (pplayer->size == SMALL || pplayer->duck ||
339 !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y - 32)))* /
341 if (((!issolid(pplayer->base.x, pplayer->base.y- pplayer->base.ym * frame_ratio) && (issolid(pplayer->base.x, pplayer->base.y) || issolid(pplayer->base.x, pplayer->base.y+31))))
342 ||((!issolid(pplayer->base.x - pplayer->base.xm * frame_ratio, pplayer->base.y) && (issolid(pplayer->base.x, pplayer->base.y) || issolid(pplayer->base.x+32, pplayer->base.y)))))
343 /*(pplayer->size == SMALL || pplayer->duck ||
344 !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y - 32))* /
346 pplayer->base.y = pplayer->base.y- pplayer->base.ym * frame_ratio;
347 pplayer->base.ym = 0;
350 if (((issolid(pplayer->base.x, pplayer->base.y) || issolid(pplayer->base.x+32, pplayer->base.y)) && (!issolid(pplayer->base.x - pplayer->base.xm * frame_ratio, pplayer->base.y))
351 /*(pplayer->size == SMALL || pplayer->duck ||
352 !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y - 32))* /) ||
353 (!issolid(pplayer->base.x - pplayer->base.xm * frame_ratio, pplayer->base.y+pplayer->base.height) && (issolid(pplayer->base.x, pplayer->base.y+pplayer->base.height) || issolid(pplayer->base.x +32, pplayer->base.y+pplayer->base.height))))
355 pplayer->base.x = pplayer->base.x- pplayer->base.xm * frame_ratio;
356 pplayer->base.xm = 0;
359 if (pplayer->base.ym <= 0)
361 if (isbrick(pplayer->base.x, pplayer->base.y) ||
362 isfullbox(pplayer->base.x, pplayer->base.y))
364 trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
365 trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
366 bumpbrick(pplayer->base.x, pplayer->base.y);
367 tryemptybox(pplayer->base.x, pplayer->base.y);
370 if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
371 isfullbox(pplayer->base.x+ 31, pplayer->base.y))
373 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
374 trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
375 bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
376 tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
378 /* Get a distro from a brick? * /
380 if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
381 shape(pplayer->base.x, pplayer->base.y) == 'y')
383 add_bouncy_distro(((pplayer->base.x+ 1)
385 (int)(pplayer->base.y / 32) * 32);
387 if (counting_distros == NO)
389 counting_distros = YES;
390 distro_counter = 100;
393 if (distro_counter <= 0)
394 level_change(¤t_level,pplayer->base.x,pplayer->base.y, 'a');
396 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
397 score = score + SCORE_DISTRO;
400 else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
401 shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
403 add_bouncy_distro(((pplayer->base.x+ 1 + 31)
405 (int)(pplayer->base.y / 32) * 32);
407 if (counting_distros == NO)
409 counting_distros = YES;
410 distro_counter = 100;
413 if (distro_counter <= 0)
414 level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
416 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
417 score = score + SCORE_DISTRO;
424 pplayer->base.ym = 0;
425 pplayer->jumping = NO;
426 timer_start(&pplayer->jump_timer,MAX_JUMP_TIME);
429 /* Bump into things: * /
431 if (issolid(pplayer->base.x, pplayer->base.y) ||
432 (pplayer->size == BIG && !pplayer->duck &&
433 (issolid(pplayer->base.x, pplayer->base.y - 32))))
436 if (!issolid(pplayer->base.x, pplayer->base.y - pplayer->base.ym) &&
437 (pplayer->size == SMALL || pplayer->duck ||
438 !issolid(pplayer->base.x, pplayer->base.y - 32 - pplayer->base.ym)))
440 if (pplayer->base.ym <= 0)
443 /* FIXME: this code is COMPLETLY broken!!! */
444 if (pplayer->size == BIG)
446 /* Break bricks and empty boxes: * /
450 if (isbrick(pplayer->base.x, pplayer->base.y - 32) ||
451 isfullbox(pplayer->base.x, pplayer->base.y - 32))
453 trygrabdistro(pplayer->base.x, pplayer->base.y - 64, BOUNCE);
454 trybumpbadguy(pplayer->base.x, pplayer->base.y - 96);
456 if (isfullbox(pplayer->base.x, pplayer->base.y - 32))
458 bumpbrick(pplayer->base.x, pplayer->base.y - 32);
461 trybreakbrick(pplayer->base.x, pplayer->base.y - 32);
462 tryemptybox(pplayer->base.x, pplayer->base.y - 32);
465 if (isbrick(pplayer->base.x+ 31, pplayer->base.y - 32) ||
466 isfullbox(pplayer->base.x+ 31, pplayer->base.y - 32))
468 trygrabdistro(pplayer->base.x+ 31,
469 pplayer->base.y - 64,
471 trybumpbadguy(pplayer->base.x+ 31,
472 pplayer->base.y - 96);
474 if (isfullbox(pplayer->base.x+ 31, pplayer->base.y - 32))
476 bumpbrick(pplayer->base.x+ 31, pplayer->base.y - 32);
479 trybreakbrick(pplayer->base.x+ 31,
480 pplayer->base.y - 32);
481 tryemptybox(pplayer->base.x+ 31,
482 pplayer->base.y - 32);
487 if (isbrick(pplayer->base.x, pplayer->base.y) ||
488 isfullbox(pplayer->base.x, pplayer->base.y))
490 trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
491 trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
492 if (isfullbox(pplayer->base.x, pplayer->base.y))
493 bumpbrick(pplayer->base.x, pplayer->base.y);
494 trybreakbrick(pplayer->base.x, pplayer->base.y);
495 tryemptybox(pplayer->base.x, pplayer->base.y);
498 if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
499 isfullbox(pplayer->base.x+ 31, pplayer->base.y))
501 trygrabdistro(pplayer->base.x+ 31,
502 pplayer->base.y - 32,
504 trybumpbadguy(pplayer->base.x+ 31,
505 pplayer->base.y - 64);
506 if (isfullbox(pplayer->base.x+ 31, pplayer->base.y))
507 bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
508 trybreakbrick(pplayer->base.x+ 31, pplayer->base.y);
509 tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
515 /* It's a brick and we're small, make the brick
516 bounce, and grab any distros above it: * /
518 if (isbrick(pplayer->base.x, pplayer->base.y) ||
519 isfullbox(pplayer->base.x, pplayer->base.y))
521 trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
522 trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
523 bumpbrick(pplayer->base.x, pplayer->base.y);
524 tryemptybox(pplayer->base.x, pplayer->base.y);
527 if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
528 isfullbox(pplayer->base.x+ 31, pplayer->base.y))
530 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
531 trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
532 bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
533 tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
537 /* Get a distro from a brick? * /
539 if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
540 shape(pplayer->base.x, pplayer->base.y) == 'y')
542 add_bouncy_distro(((pplayer->base.x+ 1)
544 (int)(pplayer->base.y / 32) * 32);
546 if (counting_distros == NO)
548 counting_distros = YES;
549 distro_counter = 100;
552 if (distro_counter <= 0)
553 level_change(¤t_level,pplayer->base.x,pplayer->base.y, 'a');
555 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
556 score = score + SCORE_DISTRO;
559 else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
560 shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
562 add_bouncy_distro(((pplayer->base.x+ 1 + 31)
564 (int)(pplayer->base.y / 32) * 32);
566 if (counting_distros == NO)
568 counting_distros = YES;
569 distro_counter = 100;
572 if (distro_counter <= 0)
573 level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
575 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
576 score = score + SCORE_DISTRO;
584 pplayer->base.y = (int)(pplayer->base.y / 32) * 32 + 30;
590 pplayer->base.y = (int)(pplayer->base.y / 32) * 32 - 32;
593 pplayer->base.ym = 0;
594 pplayer->jumping = NO;
595 timer_start(&pplayer->jump_timer,MAX_JUMP_TIME);
602 player_grabdistros(pplayer);
605 /* Slow down horizontally: * /
609 if (pplayer->input.right == UP && pplayer->input.left == UP)
611 if (isice(pplayer->base.x, pplayer->base.y + 32) ||
612 !issolid(pplayer->base.x, pplayer->base.y + 32))
614 /* Slowly on ice or in air: * /
616 if (pplayer->base.xm > 0)
618 else if (pplayer->base.xm < 0)
623 /* Quickly, otherwise: * /
625 pplayer->base.xm = pplayer->base.xm / 2;
630 /* Drop vertically: * /
632 if (!issolid(pplayer->base.x, pplayer->base.y + 32))
634 pplayer->base.ym = pplayer->base.ym + GRAVITY;
636 if (pplayer->base.ym > MAX_YM)
637 pplayer->base.ym = MAX_YM;
643 timer_check(&pplayer->safe_timer);
646 /* ---- DONE HANDLING TUX! --- */
648 /* Handle invincibility timer: */
651 if (current_music == HERRING_MUSIC && !timer_check(&pplayer->invincible_timer))
654 no, we are no more invincible
655 or we were not in invincible mode
656 but are we in hurry ?
660 if (timer_get_left(&time_left) < TIME_WARNING)
662 /* yes, we are in hurry
663 stop the herring_song, prepare to play the correct
666 current_music = HURRYUP_MUSIC;
670 current_music = LEVEL_MUSIC;
673 /* stop the old music if it's being played */
678 /* Handle skidding: */
680 timer_check(&pplayer->skidding_timer);
684 if (pplayer->base.x - scroll_x >= endpos && endpos != 0)
691 int player_on_ground(player_type *pplayer)
693 if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y + pplayer->base.height + 1) ||
694 issolid(pplayer->base.x + 1, pplayer->base.y + pplayer->base.height + 1) ||
695 issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y + pplayer->base.height + 1) )
705 void player_handle_horizontal_input(player_type *pplayer, int dir)
707 if (pplayer->jumping == NO)
709 if ((dir ? (pplayer->base.xm < -SKID_XM) : (pplayer->base.xm > SKID_XM)) && !timer_started(&pplayer->skidding_timer) &&
710 pplayer->dir == !dir)
712 timer_start(&pplayer->skidding_timer, SKID_TIME);
714 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
720 if ((dir ? (pplayer->base.xm < 0) : (pplayer->base.xm > 0)) && !isice(pplayer->base.x, pplayer->base.y + 32) &&
721 !timer_started(&pplayer->skidding_timer))
723 pplayer->base.xm = 0;
728 if (pplayer->dir == dir)
730 /* Facing the direction we're jumping? Go full-speed: */
732 if (pplayer->input.fire == UP)
734 pplayer->base.xm = pplayer->base.xm + ( dir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
738 if (pplayer->base.xm > MAX_WALK_XM)
739 pplayer->base.xm = MAX_WALK_XM;
743 if (pplayer->base.xm < -MAX_WALK_XM)
744 pplayer->base.xm = -MAX_WALK_XM;
747 else if ( pplayer->input.fire == DOWN)
749 pplayer->base.xm = pplayer->base.xm + ( dir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
753 if (pplayer->base.xm > MAX_RUN_XM)
754 pplayer->base.xm = MAX_RUN_XM;
758 if (pplayer->base.xm < -MAX_RUN_XM)
759 pplayer->base.xm = -MAX_RUN_XM;
764 /* Not facing the direction we're jumping?
767 pplayer->base.xm = pplayer->base.xm + ( dir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
771 if (pplayer->base.xm > MAX_WALK_XM / 2)
772 pplayer->base.xm = MAX_WALK_XM / 2;
776 if (pplayer->base.xm < -MAX_WALK_XM / 2)
777 pplayer->base.xm = -MAX_WALK_XM / 2;
785 void player_handle_vertical_input(player_type *pplayer)
787 if(pplayer->input.up == DOWN)
789 if (player_on_ground(pplayer))
791 if(!physic_is_set(&pplayer->vphysic))
793 physic_set_state(&pplayer->vphysic,PH_VT);
794 physic_set_start_vy(&pplayer->vphysic,5.5);
796 pplayer->jumping = YES;
797 if (pplayer->size == SMALL)
798 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
800 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
804 else if(pplayer->input.up == UP && pplayer->jumping == YES)
806 if (issolid(pplayer->base.x + 16, pplayer->base.y + pplayer->base.height + 1))
808 physic_init(&pplayer->vphysic);
809 pplayer->jumping == NO;
813 pplayer->jumping = NO;
814 if(physic_is_set(&pplayer->vphysic))
816 if(physic_get_velocity(&pplayer->vphysic) < 0.)
818 physic_set_state(&pplayer->vphysic,PH_VT);
819 physic_set_start_vy(&pplayer->vphysic,0);
824 if(!physic_is_set(&pplayer->vphysic))
826 physic_set_state(&pplayer->vphysic,PH_VT);
834 if (!issolid(pplayer->base.x, pplayer->base.y + 32) ||
835 pplayer->base.ym != 0)
837 /* If they're not on the ground, or are currently moving
838 vertically, don't jump! * /
840 pplayer->jumping = NO;
841 timer_stop(&pplayer->jump_timer);
845 /* Make sure we're not standing back up into a solid! * /
847 if (pplayer->size == SMALL || pplayer->duck == NO ||
848 !issolid(pplayer->base.x, pplayer->base.y))
850 pplayer->jumping = YES;
852 if (pplayer->size == SMALL)
853 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
855 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
859 /* Keep jumping for a while: * /
861 if (timer_check(&pplayer->jump_timer))
863 pplayer->base.ym = pplayer->base.ym - JUMP_SPEED * frame_ratio;
864 if (pplayer->base.ym < -YM_FOR_JUMP)
865 pplayer->base.ym = pplayer->base.ym/*-YM_FOR_JUMP* /;
869 void player_input(player_type *pplayer)
871 /* Handle key and joystick state: */
874 if (pplayer->input.right == DOWN && pplayer->input.left == UP)
876 player_handle_horizontal_input(pplayer,RIGHT);
878 else if (pplayer->input.left == DOWN && pplayer->input.right == UP)
880 player_handle_horizontal_input(pplayer,LEFT);
884 if(pplayer->base.xm > 0)
886 pplayer->base.xm = (int)(pplayer->base.xm - frame_ratio);
887 if(pplayer->base.xm < 0)
888 pplayer->base.xm = 0;
890 else if(pplayer->base.xm < 0)
892 pplayer->base.xm = (int)(pplayer->base.xm + frame_ratio);
893 if(pplayer->base.xm > 0)
894 pplayer->base.xm = 0;
900 if ( pplayer->input.up == DOWN || (pplayer->input.up == UP && pplayer->jumping == YES))
902 player_handle_vertical_input(pplayer);
907 if (pplayer->input.fire == DOWN && pplayer->input.old_fire == UP && pplayer->got_coffee)
909 add_bullet(pplayer->base.x, pplayer->base.y, pplayer->base.xm, pplayer->dir);
915 if (pplayer->input.down == DOWN)
917 if (pplayer->size == BIG)
922 if (pplayer->size == BIG && pplayer->duck == YES)
924 /* Make sure we're not standing back up into a solid! */
926 if (!issolid(pplayer->base.x + 16, pplayer->base.y - 16))
935 if(!timer_check(&pplayer->frame_timer))
937 timer_start(&pplayer->frame_timer,25);
938 if (pplayer->input.right == UP && pplayer->input.left == UP)
940 pplayer->frame_main = 1;
945 if ((pplayer->input.fire == DOWN && (frame % 2) == 0) ||
947 pplayer->frame_main = (pplayer->frame_main + 1) % 4;
949 pplayer->frame = pplayer->frame_main;
951 if (pplayer->frame == 3)
958 void player_grabdistros(player_type *pplayer)
963 trygrabdistro(pplayer->base.x, pplayer->base.y, NO_BOUNCE);
964 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y, NO_BOUNCE);
966 trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
967 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
969 if(pplayer->size == BIG)
971 trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
972 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
978 /* Enough distros for a One-up? */
980 if (distros >= DISTROS_LIFEUP)
982 distros = distros - DISTROS_LIFEUP;
983 if(pplayer->lives < MAX_LIVES)
985 /*We want to hear the sound even, if MAX_LIVES is reached*/
986 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
990 void player_draw(player_type* pplayer)
992 if (!timer_started(&pplayer->safe_timer) || (frame % 2) == 0)
994 if (pplayer->size == SMALL)
996 if (timer_started(&pplayer->invincible_timer))
1000 if (pplayer->dir == RIGHT)
1002 texture_draw(&cape_right[frame % 2],
1003 pplayer->base.x- scroll_x, pplayer->base.y,
1008 texture_draw(&cape_left[frame % 2],
1009 pplayer->base.x- scroll_x, pplayer->base.y,
1015 if (!pplayer->got_coffee)
1017 if (pplayer->dir == RIGHT)
1019 texture_draw(&tux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
1023 texture_draw(&tux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
1028 /* Tux got coffee! */
1030 if (pplayer->dir == RIGHT)
1032 texture_draw(&firetux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
1036 texture_draw(&firetux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
1042 if (timer_started(&pplayer->invincible_timer))
1046 if (pplayer->dir == RIGHT)
1048 texture_draw(&bigcape_right[frame % 2],
1049 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1054 texture_draw(&bigcape_left[frame % 2],
1055 pplayer->base.x-scroll_x - 8, pplayer->base.y,
1060 if (!pplayer->got_coffee)
1064 if (!timer_started(&pplayer->skidding_timer))
1066 if (!pplayer->jumping || pplayer->base.ym > 0)
1068 if (pplayer->dir == RIGHT)
1070 texture_draw(&bigtux_right[pplayer->frame],
1071 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1076 texture_draw(&bigtux_left[pplayer->frame],
1077 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1083 if (pplayer->dir == RIGHT)
1085 texture_draw(&bigtux_right_jump,
1086 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1091 texture_draw(&bigtux_left_jump,
1092 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1099 if (pplayer->dir == RIGHT)
1101 texture_draw(&skidtux_right,
1102 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1107 texture_draw(&skidtux_left,
1108 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1115 if (pplayer->dir == RIGHT)
1117 texture_draw(&ducktux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y,
1122 texture_draw(&ducktux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y,
1129 /* Tux has coffee! */
1133 if (!timer_started(&pplayer->skidding_timer))
1135 if (!pplayer->jumping || pplayer->base.ym > 0)
1137 if (pplayer->dir == RIGHT)
1139 texture_draw(&bigfiretux_right[pplayer->frame],
1140 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1145 texture_draw(&bigfiretux_left[pplayer->frame],
1146 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1152 if (pplayer->dir == RIGHT)
1154 texture_draw(&bigfiretux_right_jump,
1155 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1160 texture_draw(&bigfiretux_left_jump,
1161 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1168 if (pplayer->dir == RIGHT)
1170 texture_draw(&skidfiretux_right,
1171 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1176 texture_draw(&skidfiretux_left,
1177 pplayer->base.x- scroll_x - 8, pplayer->base.y,
1184 if (pplayer->dir == RIGHT)
1186 texture_draw(&duckfiretux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y,
1191 texture_draw(&duckfiretux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y,
1200 void player_collision(player_type* pplayer, void* p_c_object, int c_object)
1202 bad_guy_type* pbad_c = NULL;
1207 pbad_c = (bad_guy_type*) p_c_object;
1208 /* Hurt the player if he just touched it: */
1210 if (!pbad_c->dying && !pplayer->dying &&
1211 !timer_started(&pplayer->safe_timer) &&
1212 pbad_c->mode != HELD)
1214 if (pbad_c->mode == FLAT && pplayer->input.fire != DOWN)
1218 pbad_c->mode = KICK;
1219 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1221 if (pplayer->base.x<= pbad_c->base.x)
1223 pbad_c->dir = RIGHT;
1224 pbad_c->base.x = pbad_c->base.x + 16;
1229 pbad_c->base.x = pbad_c->base.x - 16;
1232 timer_start(&pbad_c->timer,5000);
1234 else if (pbad_c->mode == FLAT && pplayer->input.fire == DOWN)
1236 pbad_c->mode = HELD;
1239 else if (pbad_c->mode == KICK)
1241 if (pplayer->base.y < pbad_c->base.y - 16 &&
1242 timer_started(&pbad_c->timer))
1244 /* Step on (stop being kicked) */
1246 pbad_c->mode = FLAT;
1247 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
1248 timer_start(&pbad_c->timer, 10000);
1252 /* Hurt if you get hit by kicked laptop: */
1254 if (timer_started(&pbad_c->timer))
1256 if (!timer_started(&pplayer->invincible_timer))
1258 player_kill(pplayer,SHRINK);
1262 pbad_c->dying = FALLING;
1263 physic_set_state(&pplayer->vphysic,PH_VT);
1264 physic_set_start_vy(&pplayer->vphysic,-2.);
1265 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1272 if (!timer_started(&pplayer->invincible_timer ))
1274 player_kill(pplayer,SHRINK);
1278 pbad_c->dying = FALLING;
1279 physic_set_state(&pplayer->vphysic,PH_VT);
1280 physic_set_start_vy(&pplayer->vphysic,-2.);
1281 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1295 void player_kill(player_type* pplayer, int mode)
1297 pplayer->base.ym = -5;
1299 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
1301 if (pplayer->dir == RIGHT)
1302 pplayer->base.xm = -8;
1303 else if (pplayer->dir == LEFT)
1304 pplayer->base.xm = 8;
1306 if (mode == SHRINK && pplayer->size == BIG)
1308 if (pplayer->got_coffee)
1309 pplayer->got_coffee = NO;
1311 pplayer->size = SMALL;
1312 pplayer->base.height = 32;
1314 timer_start(&pplayer->safe_timer,TUX_SAFE_TIME);
1322 void player_dying(player_type *pplayer)
1324 pplayer->base.ym = pplayer->base.ym + gravity;
1329 player_remove_powerups(pplayer);
1330 pplayer->dying = NO;
1332 player_level_begin(pplayer);
1336 /* Remove Tux's power ups */
1337 void player_remove_powerups(player_type* pplayer)
1339 pplayer->got_coffee = NO;
1340 pplayer->size = SMALL;
1341 pplayer->base.height = 32;
1344 void player_keep_in_bounds(player_type* pplayer)
1346 /* Keep tux in bounds: */
1347 if (pplayer->base.x< 0)
1349 else if(pplayer->base.x< scroll_x)
1350 pplayer->base.x= scroll_x;
1351 else if (pplayer->base.x< 160 + scroll_x && scroll_x > 0 && debug_mode == YES)
1353 scroll_x = pplayer->base.x- 160;
1354 /*pplayer->base.x+= 160;*/
1360 else if (pplayer->base.x> screen->w / 2 + scroll_x && scroll_x < ((current_level.width * 32) - screen->w))
1362 /* Scroll the screen in past center: */
1364 scroll_x = pplayer->base.x- screen->w / 2;
1365 /*pplayer->base.x= 320 + scroll_x;*/
1367 if (scroll_x > ((current_level.width * 32) - screen->w))
1368 scroll_x = ((current_level.width * 32) - screen->w);
1370 else if (pplayer->base.x> 608 + scroll_x)
1372 /* ... unless there's no more to scroll! */
1374 /*pplayer->base.x= 608 + scroll_x;*/
1377 /* Keep in-bounds, vertically: */
1379 if (pplayer->base.y < 0)
1380 pplayer->base.y = 0;
1381 else if (pplayer->base.y > screen->h)
1383 player_kill(&tux,KILL);