more fixes
[supertux.git] / src / 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
20 #include <cmath>
21 #include <iostream>
22 #include <cassert>
23
24 #include "app/globals.h"
25 #include "app/gettext.h"
26 #include "player.h"
27 #include "defines.h"
28 #include "scene.h"
29 #include "tile.h"
30 #include "special/sprite.h"
31 #include "sector.h"
32 #include "tilemap.h"
33 #include "camera.h"
34 #include "gameobjs.h"
35 #include "resources.h"
36 #include "interactive_object.h"
37 #include "video/screen.h"
38 #include "statistics.h"
39 #include "gameloop.h"
40
41 // behavior definitions:
42 #define TILES_FOR_BUTTJUMP 3
43 // animation times (in ms):
44 #define SHOOTING_TIME 320
45 // others stuff:
46 #define AUTOSCROLL_DEAD_INTERVAL 300
47
48 // time before idle animation starts
49 #define IDLE_TIME 2500
50
51 // growing animation
52 Surface* growingtux_left[GROWING_FRAMES];
53 Surface* growingtux_right[GROWING_FRAMES];
54
55 Surface* tux_life;
56
57 Sprite* smalltux_gameover;
58 Sprite* smalltux_star;
59 Sprite* bigtux_star;
60
61 TuxBodyParts* small_tux;
62 TuxBodyParts* big_tux;
63 TuxBodyParts* fire_tux;
64 TuxBodyParts* ice_tux;
65
66 PlayerKeymap keymap;
67
68 PlayerKeymap::PlayerKeymap()
69 {
70   keymap.up    = SDLK_UP;
71   keymap.down  = SDLK_DOWN;
72   keymap.left  = SDLK_LEFT;
73   keymap.right = SDLK_RIGHT;
74
75   keymap.power = SDLK_LCTRL;
76   keymap.jump  = SDLK_LALT;
77 }
78
79 void player_input_init(player_input_type* pplayer_input)
80 {
81   pplayer_input->up = UP;
82   pplayer_input->down = UP;
83   pplayer_input->fire = UP;
84   pplayer_input->left = UP;
85   pplayer_input->old_fire = UP;
86   pplayer_input->right = UP;
87   pplayer_input->jump = UP;
88   pplayer_input->old_jump = UP;
89   pplayer_input->activate = UP;
90 }
91
92 void
93 TuxBodyParts::set_action(std::string action)
94 {
95   if(head != NULL)
96     head->set_action(action);
97   if(body != NULL)
98     body->set_action(action);
99   if(arms != NULL)
100     arms->set_action(action);
101   if(feet != NULL)
102     feet->set_action(action);
103 }
104
105 void
106 TuxBodyParts::one_time_animation()
107 {
108   if(head != NULL)
109     head->start_animation(1);
110   if(body != NULL)
111     body->start_animation(1);
112   if(arms != NULL)
113     arms->start_animation(1);
114   if(feet != NULL)
115     feet->start_animation(1);
116 }
117
118 void
119 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
120                   Uint32 drawing_effect)
121 {
122   if(head != NULL)
123     head->draw(context, pos, layer-1, drawing_effect);
124   if(body != NULL)
125     body->draw(context, pos, layer-3, drawing_effect);
126   if(arms != NULL)
127     arms->draw(context, pos, layer,   drawing_effect);
128   if(feet != NULL)
129     feet->draw(context, pos, layer-2, drawing_effect);
130 }
131
132 Player::Player()
133 {
134   init();
135 }
136
137 Player::~Player()
138 {
139 }
140
141 void
142 Player::init()
143 {
144   holding_something = false;
145
146   base.width = 32;
147   base.height = 32;
148
149   size = SMALL;
150   got_power = NONE_POWER;
151
152   base.x = 0;
153   base.y = 0;
154   previous_base = old_base = base;
155   dir = RIGHT;
156   old_dir = dir;
157   duck = false;
158   dead = false;
159
160   dying   = DYING_NOT;
161   last_ground_y = 0;
162   fall_mode = ON_GROUND;
163   jumping = false;
164   flapping = false;
165   can_jump = true;
166   can_flap = false;
167   falling_from_flap = false;
168   enable_hover = false;
169   butt_jump = false;
170   
171   flapping_velocity = 0;
172
173   // temporary to help player's choosing a flapping
174   flapping_mode = MAREK_FLAP;
175
176   // Ricardo's flapping
177   flaps_nb = 0;
178
179   frame_main = 0;
180   frame_ = 0;
181
182   player_input_init(&input);
183
184   invincible_timer.init(true);
185   skidding_timer.init(true);
186   safe_timer.init(true);
187   frame_timer.init(true);
188   kick_timer.init(true);
189   shooting_timer.init(true);
190   growing_timer.init(true);
191   idle_timer.init(true);
192   flapping_timer.init(true);
193
194   physic.reset();
195 }
196
197 int
198 Player::key_event(SDLKey key, int state)
199 {
200   idle_timer.start(IDLE_TIME);
201
202   if(key == keymap.right)
203     {
204       input.right = state;
205       return true;
206     }
207   else if(key == keymap.left)
208     {
209       input.left = state;
210       return true;
211     }
212   else if(key == keymap.up)
213     {
214       input.up = state;
215
216       /* Up key also opens activates stuff */
217       input.activate = state;
218
219       if(state == DOWN) {
220         /** check for interactive objects */
221         for(Sector::InteractiveObjects::iterator i 
222             = Sector::current()->interactive_objects.begin();
223             i != Sector::current()->interactive_objects.end(); ++i) {
224           if(rectcollision(base, (*i)->get_area())) {
225             (*i)->interaction(INTERACTION_ACTIVATE);
226           }
227         }
228       }
229
230       return true;
231     }
232   else if(key == keymap.down)
233     {
234       input.down = state;
235       return true;
236     }
237   else if(key == keymap.power)
238     {
239       if (state == UP)
240         input.old_fire = UP;
241       input.fire = state;
242
243       return true;
244     }
245   else if(key == keymap.jump)
246     {
247       if (state == UP)
248         input.old_jump = UP;
249       input.jump = state;
250       return true;
251     }
252   else
253     return false;
254 }
255
256 void
257 Player::level_begin()
258 {
259   base.x  = 100;
260   base.y  = 170;
261   previous_base = old_base = base;
262   duck = false;
263
264   dying = DYING_NOT;
265
266   player_input_init(&input);
267
268   invincible_timer.init(true);
269   skidding_timer.init(true);
270   safe_timer.init(true);
271   frame_timer.init(true);
272   growing_timer.init(true);
273   idle_timer.init(true);
274
275   physic.reset();
276 }
277
278 void
279 Player::action(float elapsed_time)
280 {
281   bool jumped_in_solid = false;
282
283   if(dying && !dying_timer.check()) {
284     dead = true;
285     return;
286   }
287
288   if (input.fire == UP)
289     holding_something = false;
290
291   /* Move tux: */
292   previous_base = base;
293
294   /* --- HANDLE TUX! --- */
295   if(dying == DYING_NOT)
296     handle_input();
297
298   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
299
300   if(dying == DYING_NOT) 
301     {
302       base_type target = base;
303
304       collision_swept_object_map(&old_base, &base);
305
306       if ((!invincible_timer.started() && !safe_timer.started())
307           && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
308           ||  isspike(base.x, base.y + base.height)
309           ||  isspike(base.x + base.width, base.y + base.height)))
310       {
311          kill(SHRINK);
312       }
313
314       // Don't accelerate Tux if he is running against a wall
315       if (target.x != base.x)
316         {
317           physic.set_velocity_x(0);
318         }
319
320       // special exception for cases where we're stuck under tiles after
321       // being ducked. In this case we drift out
322       if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
323          && collision_object_map(base))
324         {
325           base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
326           previous_base = old_base = base;
327         }
328
329       // Land:
330       if (!on_ground())
331         {
332           physic.enable_gravity(true);
333           if(under_solid())
334             {
335               // fall down
336               physic.set_velocity_y(0);
337               jumped_in_solid = true;
338               jumping = false;
339               flapping = false;
340             }
341         }
342       else
343         {
344           /* Land: */
345           if (physic.get_velocity_y() < 0)
346             {
347               base.y = (int)(((int)base.y / 32) * 32);
348               physic.set_velocity_y(0);
349             }
350
351           physic.enable_gravity(false);
352           /* Reset score multiplier (for multi-hits): */
353           if (!invincible_timer.started())
354             {
355             if(player_status.score_multiplier > player_status.max_score_multiplier)
356               {
357               player_status.max_score_multiplier = player_status.score_multiplier;
358
359               // show a message
360               char str[124];
361               sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
362               Sector::current()->add_floating_text(base, str);
363               }
364             player_status.score_multiplier = 1;
365             }
366         }
367
368       if(jumped_in_solid)
369         {
370           if (isbrick(base.x, base.y) ||
371               isfullbox(base.x, base.y))
372             {
373               Sector::current()->trygrabdistro(
374                   Vector(base.x, base.y - 32), BOUNCE);
375               Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
376
377               Sector::current()->trybreakbrick(
378                   Vector(base.x, base.y), size == SMALL);
379
380               bumpbrick(base.x, base.y);
381               Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
382             }
383
384           if (isbrick(base.x+ 31, base.y) ||
385               isfullbox(base.x+ 31, base.y))
386             {
387               Sector::current()->trygrabdistro(
388                   Vector(base.x+ 31, base.y - 32), BOUNCE);
389               Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
390
391               if(size == BIG)
392                 Sector::current()->trybreakbrick(
393                     Vector(base.x+ 31, base.y), size == SMALL);
394
395               bumpbrick(base.x+ 31, base.y);
396               Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
397             }
398         }
399
400       grabdistros();
401
402       if (jumped_in_solid)
403         {
404           ++base.y;
405           ++old_base.y;
406           if(on_ground())
407             {
408               /* Make sure jumping is off. */
409               jumping = false;
410               flapping = false;
411             }
412         }
413     }
414
415   /* ---- DONE HANDLING TUX! --- */
416
417   // check some timers
418   skidding_timer.check();
419   invincible_timer.check();
420   safe_timer.check();
421   kick_timer.check();
422 }
423
424 bool
425 Player::on_ground()
426 {
427   return ( issolid(base.x + base.width / 2, base.y + base.height) ||
428            issolid(base.x + 1, base.y + base.height) ||
429            issolid(base.x + base.width - 1, base.y + base.height));
430 }
431
432 bool
433 Player::under_solid()
434 {
435   return ( issolid(base.x + base.width / 2, base.y) ||
436            issolid(base.x + 1, base.y) ||
437            issolid(base.x + base.width - 1, base.y)  );
438 }
439
440 bool
441 Player::tiles_on_air(int tiles)
442 {
443   for(int t = 0; t != tiles; t++)
444      {
445      if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
446          issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
447          issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
448        return false;
449      }
450   return true;
451 }
452
453 void
454 Player::handle_horizontal_input()
455 {
456   float vx = physic.get_velocity_x();
457   float vy = physic.get_velocity_y();
458   float ax = physic.get_acceleration_x();
459   float ay = physic.get_acceleration_y();
460
461   float dirsign = 0;
462   if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
463       old_dir = dir;
464       dir = LEFT;
465       dirsign = -1;
466   } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
467       old_dir = dir;
468       dir = RIGHT;
469       dirsign = 1;
470   }
471
472   if (input.fire == UP) {
473       ax = dirsign * WALK_ACCELERATION_X;
474       // limit speed
475       if(vx >= MAX_WALK_XM && dirsign > 0) {
476         vx = MAX_WALK_XM;
477         ax = 0;
478       } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
479         vx = -MAX_WALK_XM;
480         ax = 0;
481       }
482   } else {
483       ax = dirsign * RUN_ACCELERATION_X;
484       // limit speed
485       if(vx >= MAX_RUN_XM && dirsign > 0) {
486         vx = MAX_RUN_XM;
487         ax = 0;
488       } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
489         vx = -MAX_RUN_XM;
490         ax = 0;
491       }
492   }
493
494   // we can reach WALK_SPEED without any acceleration
495   if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
496     vx = dirsign * WALK_SPEED;
497   }
498
499   // changing directions?
500   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
501     {
502       // let's skid!
503       if(fabs(vx)>SKID_XM && !skidding_timer.check())
504         {
505           skidding_timer.start(SKID_TIME);
506           SoundManager::get()->play_sound(IDToSound(SND_SKID));
507           // dust some partcles
508           Sector::current()->add_particles(
509               Vector(base.x + (dir == RIGHT ? base.width : 0), base.y+base.height),
510               dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
511               Vector(2.8,-2.6), Vector(0,0.030), 3, Color(100,100,100), 3, 800,
512               LAYER_OBJECTS+1);
513
514           ax *= 2.5;
515         }
516       else
517         {
518           ax *= 2;
519         }
520     }
521
522   // we get slower when not pressing any keys
523   if(dirsign == 0) {
524       if(fabs(vx) < WALK_SPEED) {
525           vx = 0;
526           ax = 0;
527       } else if(vx < 0) {
528           ax = WALK_ACCELERATION_X * 1.5;
529       } else {
530           ax = WALK_ACCELERATION_X * -1.5;
531       }
532   }
533
534   // if we're on ice slow down acceleration or deceleration
535   if (isice(base.x, base.y + base.height))
536   {
537     /* the acceleration/deceleration rate on ice is inversely proportional to
538      * the current velocity.
539      */
540
541     // increasing 1 will increase acceleration/deceleration rate
542     // decreasing 1 will decrease acceleration/deceleration rate
543     //  must stay above zero, though
544     if (ax != 0) ax *= 1 / fabs(vx);
545   }
546
547   physic.set_velocity(vx, vy);
548   physic.set_acceleration(ax, ay);
549 }
550
551 void
552 Player::handle_vertical_input()
553 {
554   
555   // set fall mode...
556   if(on_ground()) {
557     fall_mode = ON_GROUND;
558     last_ground_y = base.y;
559   } else {
560     if(base.y > last_ground_y)
561       fall_mode = FALLING;
562     else if(fall_mode == ON_GROUND)
563       fall_mode = JUMPING;
564   }
565
566   // Press jump key
567   if(input.jump == DOWN && can_jump && on_ground())
568     {
569       if(duck) { // only jump a little bit when in duck mode {
570         physic.set_velocity_y(3);
571       } else {
572         // jump higher if we are running
573         if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
574           physic.set_velocity_y(5.8);
575         else
576           physic.set_velocity_y(5.2);
577       }
578
579       --base.y;
580       jumping = true;
581       flapping = false;
582       can_jump = false;
583       can_flap = false;
584       flaps_nb = 0; // Ricardo's flapping
585       if (size == SMALL)
586         SoundManager::get()->play_sound(IDToSound(SND_JUMP));
587       else
588         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
589     }
590   // Let go of jump key
591   else if(input.jump == UP)
592     {
593       if (!flapping && !duck && !falling_from_flap && !on_ground())
594          {
595             can_flap = true;
596          }
597       if (jumping && physic.get_velocity_y() > 0)
598          {
599             jumping = false;
600             physic.set_velocity_y(0);
601          }
602     }
603
604  // temporary to help player's choosing a flapping
605  if(flapping_mode == RICARDO_FLAP)
606    {
607    // Flapping, Ricardo's version
608    // similar to SM3 Fox
609    if(input.jump == DOWN && input.old_jump == UP && can_flap &&
610      flaps_nb < 3)
611      {
612        physic.set_velocity_y(3.5);
613        physic.set_velocity_x(physic.get_velocity_x() * 0.35);
614        flaps_nb++;
615      }
616    }
617   else if(flapping_mode == MAREK_FLAP)
618    {
619    // Flapping, Marek's version
620    if (input.jump == DOWN && can_flap)
621      {
622          if (!flapping_timer.started())
623             {
624                flapping_timer.start(TUX_FLAPPING_TIME);
625                flapping_velocity = physic.get_velocity_x();
626             }
627          if (!flapping_timer.check()) 
628             {
629                can_flap = false;
630                falling_from_flap = true;
631             }
632          jumping = true;
633          flapping = true;
634          if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
635             {
636                float cv;
637                if (flapping_velocity == 0) {cv = 0;}
638                else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(TUX_FLAPPING_TIME);}
639                //Handle change of direction while flapping
640                if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {cv *= (-1);}
641                physic.set_velocity_x(cv);
642                physic.set_velocity_y((float)flapping_timer.get_gone()/850);
643             }
644      }
645    }
646   else if(flapping_mode == RYAN_FLAP)
647    {
648    // Flapping, Ryan's version
649    if (input.jump == DOWN && can_flap)
650      {
651          if (!flapping_timer.started())
652             {
653                flapping_timer.start(TUX_FLAPPING_TIME);
654             }
655          if (!flapping_timer.check()) 
656             {
657                can_flap = false;
658                falling_from_flap = true;
659             }
660          jumping = true;
661          flapping = true;
662          if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
663                 && physic.get_velocity_y() < 0)
664             {
665                float gravity = Sector::current()->gravity;
666                (void)gravity;
667                float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
668
669                // XXX: magic numbers. should be a percent of gravity
670                //      gravity is (by default) -0.1f
671                physic.set_acceleration_y(.12 + .01f*xr);
672
673 #if 0
674                // To slow down x-vel when flapping (not working)
675                if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
676                {
677                    if (physic.get_velocity_x() < 0)
678                        physic.set_acceleration_x(1.0f);
679                    else if (physic.get_velocity_x() > 0)
680                        physic.set_acceleration_x(-1.0f);
681                }
682 #endif
683             }
684      }
685     else
686      {
687         physic.set_acceleration_y(0);
688      }
689    }
690
691
692    // Hover
693    //(disabled by default, use cheat code "hover" to toggle on/off)
694    //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
695    if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
696       {
697          physic.set_velocity_y(-1);
698       }
699
700    /* In case the player has pressed Down while in a certain range of air,
701       enable butt jump action */
702   if (input.down == DOWN && !butt_jump && !duck)
703     if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
704       butt_jump = true;
705
706    /* When Down is not held anymore, disable butt jump */
707   if(butt_jump && input.down == UP)
708     butt_jump = false;
709
710   // Do butt jump
711   if (butt_jump && on_ground() && size == BIG)
712   {
713     // Add a smoke cloud
714     if (duck) 
715       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
716     else 
717       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
718     
719     butt_jump = false;
720
721     // Break bricks beneath Tux
722     if(Sector::current()->trybreakbrick(
723           Vector(base.x + 1, base.y + base.height), false)
724         || Sector::current()->trybreakbrick(
725            Vector(base.x + base.width - 1, base.y + base.height), false))
726     {
727       physic.set_velocity_y(2);
728       butt_jump = true;
729     }
730
731     // Kill nearby badguys
732     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
733     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
734          i != gameobjects.end();
735          i++)
736     {
737       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
738       if(badguy)
739       {
740         // don't kill when badguys are already dying or in a certain mode
741         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
742            badguy->mode != BadGuy::BOMB_EXPLODE)
743           {
744             if (fabsf(base.x - badguy->base.x) < 96 &&
745                 fabsf(base.y - badguy->base.y) < 64)
746               badguy->kill_me(25);
747           }
748       }
749     }
750   }
751
752   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
753         issolid(base.x + 1, base.y + base.height + 64) ||
754         issolid(base.x + base.width - 1, base.y + base.height + 64))
755        && jumping  == false
756        && can_jump == false
757        && input.jump == DOWN
758        && input.old_jump == UP)
759     {
760       can_jump = true;
761     }
762
763   if(on_ground())   /* Make sure jumping is off. */
764     {
765       jumping = false;
766       flapping = false;
767       falling_from_flap = false;
768       if (flapping_timer.started()) {flapping_timer.stop();}
769
770       physic.set_acceleration_y(0); //for flapping
771     }
772
773   input.old_jump = input.jump;
774 }
775
776 void
777 Player::handle_input()
778 {
779   /* Handle horizontal movement: */
780     handle_horizontal_input();
781
782   /* Jump/jumping? */
783
784   if (on_ground() && input.jump == UP)
785     can_jump = true;
786   handle_vertical_input();
787
788   /* Shoot! */
789   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
790     {
791       if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
792           physic.get_velocity_x(), dir))
793         shooting_timer.start(SHOOTING_TIME);
794       input.old_fire = DOWN;
795     }
796
797   /* tux animations: */
798   if(!frame_timer.check())
799     {
800       frame_timer.start(25);
801       if (input.right == UP && input.left == UP)
802         {
803           frame_main = 1;
804           frame_ = 1;
805         }
806       else
807         {
808           if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
809               (global_frame_counter % 4) == 0)
810             frame_main = (frame_main + 1) % 4;
811
812           frame_ = frame_main;
813
814           if (frame_ == 3)
815             frame_ = 1;
816         }
817     }
818
819   /* Duck! */
820   if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
821     {
822       duck = true;
823       base.height = 32;                             
824       base.y += 32;
825       // changing base size confuses collision otherwise
826       old_base = previous_base = base;
827     }
828   else if(input.down == UP && size == BIG && duck)
829     {
830       // try if we can really unduck
831       base.y -= 32;
832       base.height = 64;
833       // when unducking in air we need some space to do so
834       if(on_ground() || !collision_object_map(base)) {
835         duck = false;
836         // changing base size confuses collision otherwise
837         old_base = previous_base = base;                                
838       } else {
839         // undo the ducking changes
840         base.y += 32;
841         base.height = 32;
842       }   
843     }
844 }
845
846 void
847 Player::grow(bool animate)
848 {
849   if(size == BIG)
850     return;
851   
852   size = BIG;
853   base.height = 64;
854   base.y -= 32;
855
856   if(animate)
857     growing_timer.start(GROWING_TIME);
858
859   old_base = previous_base = base;
860 }
861
862 void
863 Player::grabdistros()
864 {
865   /* Grab distros: */
866   if (!dying)
867     {
868       Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
869       Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
870       Sector::current()->trygrabdistro(
871           Vector(base.x, base.y + base.height), NO_BOUNCE);
872       Sector::current()->trygrabdistro(
873           Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
874
875       if(size == BIG)
876         {
877           Sector::current()->trygrabdistro(
878               Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
879           Sector::current()->trygrabdistro(
880               Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
881         }
882
883     }
884
885   /* Enough distros for a One-up? */
886   if (player_status.distros >= DISTROS_LIFEUP)
887     {
888       player_status.distros = player_status.distros - DISTROS_LIFEUP;
889       if(player_status.lives < MAX_LIVES)
890         ++player_status.lives;
891       /*We want to hear the sound even, if MAX_LIVES is reached*/
892       SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
893     }
894 }
895
896 void
897 Player::draw(DrawingContext& context)
898 {
899   TuxBodyParts* tux_body;
900           
901   if (size == SMALL)
902     tux_body = small_tux;
903   else if (got_power == FIRE_POWER)
904     tux_body = fire_tux;
905   else if (got_power == ICE_POWER)
906     tux_body = ice_tux;
907   else
908     tux_body = big_tux;
909
910   int layer = LAYER_OBJECTS - 1;
911   Vector pos = Vector(base.x, base.y);
912
913   /* Set Tux sprite action */
914   if (duck && size == BIG)
915     {
916     if(dir == LEFT)
917       tux_body->set_action("duck-left");
918     else // dir == RIGHT
919       tux_body->set_action("duck-right");
920     }
921   else if (skidding_timer.started())
922     {
923     if(dir == LEFT)
924       tux_body->set_action("skid-left");
925     else // dir == RIGHT
926       tux_body->set_action("skid-right");
927     }
928   else if (kick_timer.started())
929     {
930     if(dir == LEFT)
931       tux_body->set_action("kick-left");
932     else // dir == RIGHT
933       tux_body->set_action("kick-right");
934     }
935   else if (butt_jump && size == BIG)
936     {
937     if(dir == LEFT)
938       tux_body->set_action("buttjump-left");
939     else // dir == RIGHT
940       tux_body->set_action("buttjump-right");
941     }
942   else if (physic.get_velocity_y() != 0)
943     {
944     if(dir == LEFT)
945       tux_body->set_action("jump-left");
946     else // dir == RIGHT
947       tux_body->set_action("jump-right");
948     }
949   else
950     {
951     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
952       {
953       if(dir == LEFT)
954         tux_body->set_action("stand-left");
955       else // dir == RIGHT
956         tux_body->set_action("stand-right");
957       }
958     else // moving
959       {
960       if(dir == LEFT)
961         tux_body->set_action("walk-left");
962       else // dir == RIGHT
963         tux_body->set_action("walk-right");
964       }
965     }
966
967   if(idle_timer.get_left() < 0)
968     {
969     if(size == BIG)
970       {
971       if(dir == LEFT)
972         tux_body->head->set_action("idle-left");
973       else // dir == RIGHT
974         tux_body->head->set_action("idle-right");
975
976       tux_body->head->start_animation(1);
977       }
978
979     idle_timer.start(IDLE_TIME);
980     }
981
982   // Tux is holding something
983   if ((holding_something && physic.get_velocity_y() == 0) ||
984       shooting_timer.check())
985     {
986     if (duck)
987       {
988       if(dir == LEFT)
989         tux_body->arms->set_action("duck+grab-left");
990       else // dir == RIGHT
991         tux_body->arms->set_action("duck+grab-right");
992       }
993     else
994       {
995       if(dir == LEFT)
996         tux_body->arms->set_action("grab-left");
997       else // dir == RIGHT
998         tux_body->arms->set_action("grab-right");
999       }
1000     }
1001
1002   /* Draw Tux */
1003   if (dying == DYING_SQUISHED)
1004     {
1005     smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
1006     }
1007   else if(growing_timer.check())
1008     {
1009     if(size == SMALL)
1010       {
1011       if (dir == RIGHT)
1012         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
1013                  ((growing_timer.get_gone() *
1014                  GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1015       else
1016         context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
1017                 ((growing_timer.get_gone() *
1018                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1019       }
1020     else
1021       {
1022       if (dir == RIGHT)
1023         context.draw_surface(growingtux_right[(growing_timer.get_gone() *
1024                 GROWING_FRAMES) / GROWING_TIME], pos, layer);
1025       else
1026         context.draw_surface(growingtux_left[(growing_timer.get_gone() *
1027                              GROWING_FRAMES) / GROWING_TIME], pos, layer);
1028       }
1029     }
1030   else if (safe_timer.started() && global_frame_counter%2)
1031     ;  // don't draw Tux
1032   else
1033     tux_body->draw(context, pos, layer);
1034
1035   // Draw blinking star overlay
1036   if (invincible_timer.started() &&
1037      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
1038      && !dying)
1039   {
1040     if (size == SMALL || duck)
1041       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
1042     else
1043       bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
1044   }
1045  
1046   if (debug_mode)
1047     context.draw_filled_rect(Vector(base.x, base.y),
1048         Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
1049 }
1050
1051 void
1052 Player::collision(const MovingObject& other, int collision_type)
1053 {
1054   (void) other;
1055   (void) collision_type;
1056   // will be implemented later
1057 }
1058
1059 void
1060 Player::collision(void* p_c_object, int c_object)
1061 {
1062   BadGuy* pbad_c = NULL;
1063   Trampoline* ptramp_c = NULL;
1064   FlyingPlatform* pplatform_c = NULL;
1065
1066   switch (c_object)
1067     {
1068     case CO_BADGUY:
1069       pbad_c = (BadGuy*) p_c_object;
1070
1071      /* Hurt player if he touches a badguy */
1072       if (!pbad_c->dying && !dying &&
1073           !safe_timer.started() &&
1074           pbad_c->mode != BadGuy::HELD)
1075         {
1076           if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
1077                && !holding_something)
1078             {
1079               holding_something = true;
1080               pbad_c->mode = BadGuy::HELD;
1081               pbad_c->base.y-=8;
1082             }
1083           else if (pbad_c->mode == BadGuy::FLAT)
1084             {
1085               // Don't get hurt if we're kicking a flat badguy!
1086             }
1087           else if (pbad_c->mode == BadGuy::KICK)
1088             {
1089               /* Hurt if you get hit by kicked laptop: */
1090               if (!invincible_timer.started())
1091                 {
1092                   kill(SHRINK);
1093                 }
1094               else
1095                 pbad_c->kill_me(20);
1096             }
1097           else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
1098               || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
1099               || pbad_c->kind == BAD_SPIKY))
1100                 pbad_c->kill_me(20);
1101           else
1102             {
1103               if (!invincible_timer.started())
1104                 {
1105                   kill(SHRINK);
1106                 }
1107               else
1108                 {
1109                   pbad_c->kill_me(25);
1110                 }
1111             }
1112           player_status.score_multiplier++;
1113         }
1114       break;
1115
1116     case CO_TRAMPOLINE:
1117       ptramp_c = (Trampoline*) p_c_object;
1118       
1119       // Pick up trampoline
1120       if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
1121       {
1122         holding_something = true;
1123         ptramp_c->mode = Trampoline::M_HELD;
1124         ptramp_c->base.y -= 8;
1125       }
1126       // Set down trampoline
1127       else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
1128       {
1129         holding_something = false;
1130         ptramp_c->mode = Trampoline::M_NORMAL;
1131         ptramp_c->base.y += 8;
1132         ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1133
1134         //if (dir == RIGHT)
1135         //  ptramp_c->base.x = base.x + base.width+1;
1136         //else /* LEFT */
1137         //  ptramp_c->base.x = base.x - base.width-1;
1138       }
1139 /*
1140       // Don't let tux walk through trampoline
1141       else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1142       {
1143         if (physic.get_velocity_x() > 0) // RIGHT
1144         {
1145           physic.set_velocity_x(0);
1146           base.x = ptramp_c->base.x - base.width;
1147         }
1148         else if (physic.get_velocity_x() < 0) // LEFT
1149         {
1150           physic.set_velocity_x(0);
1151           base.x = ptramp_c->base.x + ptramp_c->base.width;
1152         }
1153       }
1154 */
1155       break;
1156     case CO_FLYING_PLATFORM:
1157       pplatform_c = (FlyingPlatform*) p_c_object;
1158       
1159       base.y = pplatform_c->base.y - base.height;
1160       physic.set_velocity_x(pplatform_c->get_vel_x());
1161       
1162       physic.enable_gravity(false);
1163       can_jump = true;
1164       fall_mode = ON_GROUND;
1165       break;
1166
1167     default:
1168       break;
1169     }
1170
1171 }
1172
1173 /* Kill Player! */
1174
1175 void
1176 Player::kill(HurtMode mode)
1177 {
1178   if(dying)
1179     return;
1180   
1181   SoundManager::get()->play_sound(IDToSound(SND_HURT));
1182
1183   physic.set_velocity_x(0);
1184
1185   if (mode == SHRINK && size == BIG)
1186     {
1187       if (got_power != NONE_POWER)
1188         {
1189           safe_timer.start(TUX_SAFE_TIME);
1190           got_power = NONE_POWER;
1191         }
1192       else
1193         {
1194           growing_timer.start(GROWING_TIME);
1195           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1196           size = SMALL;
1197           base.height = 32;
1198           duck = false;
1199         }
1200     }
1201   else
1202     {
1203       physic.enable_gravity(true);
1204       physic.set_acceleration(0, 0);
1205       physic.set_velocity(0, 7);
1206       --player_status.lives;
1207       dying = DYING_SQUISHED;
1208       dying_timer.start(3000);
1209     }
1210 }
1211
1212 /* Remove Tux's power ups */
1213 void
1214 Player::remove_powerups()
1215 {
1216   got_power = NONE_POWER;
1217   size = SMALL;
1218   base.height = 32;
1219 }
1220
1221 void
1222 Player::move(const Vector& vector)
1223 {
1224   base.x = vector.x;
1225   base.y = vector.y;
1226   old_base = previous_base = base;
1227 }
1228
1229 void
1230 Player::check_bounds(Camera* camera)
1231 {
1232   /* Keep tux in bounds: */
1233   if (base.x < 0)
1234     { // Lock Tux to the size of the level, so that he doesn't fall of
1235       // on the left side
1236       base.x = 0;
1237     }
1238
1239   /* Keep in-bounds, vertically: */
1240   if (base.y > Sector::current()->solids->get_height() * 32)
1241     {
1242       kill(KILL);
1243       return;
1244     }
1245
1246   bool adjust = false;
1247   // can happen if back scrolling is disabled
1248   if(base.x < camera->get_translation().x) {
1249     base.x = camera->get_translation().x;
1250     adjust = true;
1251   }
1252   if(base.x >= camera->get_translation().x + screen->w - base.width) {
1253     base.x = camera->get_translation().x + screen->w - base.width;
1254     adjust = true;
1255   }
1256
1257   if(adjust) {
1258     // squished now?
1259     if(collision_object_map(base)) {
1260       kill(KILL);
1261       return;
1262     }
1263   }
1264 }
1265
1266 void
1267 Player::bounce(BadGuy* badguy)
1268 {
1269   //Make sure we stopped flapping
1270   flapping = false;
1271   falling_from_flap = false;
1272   
1273   if (input.jump)
1274     physic.set_velocity_y(5.2);
1275   else
1276     physic.set_velocity_y(2);
1277
1278   // Move the player a little bit above the badguy to avoid collision
1279   // between badguy and player directly after the bounce has happend
1280   base.y = badguy->base.y - base.height - 2;
1281 }
1282
1283 /* EOF */
1284