Added a parameter for Particles to set the drawing layer, instead of using a fixed...
[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   int 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 > 2)
356               {  // show a message
357               char str[124];
358               sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
359               Sector::current()->add_floating_text(base, str);
360               }*/
361             player_status.score_multiplier = 1;
362             }
363         }
364
365       if(jumped_in_solid)
366         {
367           if (isbrick(base.x, base.y) ||
368               isfullbox(base.x, base.y))
369             {
370               Sector::current()->trygrabdistro(
371                   Vector(base.x, base.y - 32), BOUNCE);
372               Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
373
374               Sector::current()->trybreakbrick(
375                   Vector(base.x, base.y), size == SMALL);
376
377               bumpbrick(base.x, base.y);
378               Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
379             }
380
381           if (isbrick(base.x+ 31, base.y) ||
382               isfullbox(base.x+ 31, base.y))
383             {
384               Sector::current()->trygrabdistro(
385                   Vector(base.x+ 31, base.y - 32), BOUNCE);
386               Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
387
388               if(size == BIG)
389                 Sector::current()->trybreakbrick(
390                     Vector(base.x+ 31, base.y), size == SMALL);
391
392               bumpbrick(base.x+ 31, base.y);
393               Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
394             }
395         }
396
397       grabdistros();
398
399       if (jumped_in_solid)
400         {
401           ++base.y;
402           ++old_base.y;
403           if(on_ground())
404             {
405               /* Make sure jumping is off. */
406               jumping = false;
407               flapping = false;
408             }
409         }
410     }
411
412   /* ---- DONE HANDLING TUX! --- */
413
414   // check some timers
415   skidding_timer.check();
416   invincible_timer.check();
417   safe_timer.check();
418   kick_timer.check();
419 }
420
421 bool
422 Player::on_ground()
423 {
424   return ( issolid(base.x + base.width / 2, base.y + base.height) ||
425            issolid(base.x + 1, base.y + base.height) ||
426            issolid(base.x + base.width - 1, base.y + base.height));
427 }
428
429 bool
430 Player::under_solid()
431 {
432   return ( issolid(base.x + base.width / 2, base.y) ||
433            issolid(base.x + 1, base.y) ||
434            issolid(base.x + base.width - 1, base.y)  );
435 }
436
437 bool
438 Player::tiles_on_air(int tiles)
439 {
440   for(int t = 0; t != tiles; t++)
441      {
442      if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
443          issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
444          issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
445        return false;
446      }
447   return true;
448 }
449
450 void
451 Player::handle_horizontal_input()
452 {
453   float vx = physic.get_velocity_x();
454   float vy = physic.get_velocity_y();
455   float ax = physic.get_acceleration_x();
456   float ay = physic.get_acceleration_y();
457
458   float dirsign = 0;
459   if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
460       old_dir = dir;
461       dir = LEFT;
462       dirsign = -1;
463   } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
464       old_dir = dir;
465       dir = RIGHT;
466       dirsign = 1;
467   }
468
469   if (input.fire == UP) {
470       ax = dirsign * WALK_ACCELERATION_X;
471       // limit speed
472       if(vx >= MAX_WALK_XM && dirsign > 0) {
473         vx = MAX_WALK_XM;
474         ax = 0;
475       } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
476         vx = -MAX_WALK_XM;
477         ax = 0;
478       }
479   } else {
480       ax = dirsign * RUN_ACCELERATION_X;
481       // limit speed
482       if(vx >= MAX_RUN_XM && dirsign > 0) {
483         vx = MAX_RUN_XM;
484         ax = 0;
485       } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
486         vx = -MAX_RUN_XM;
487         ax = 0;
488       }
489   }
490
491   // we can reach WALK_SPEED without any acceleration
492   if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
493     vx = dirsign * WALK_SPEED;
494   }
495
496   // changing directions?
497   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
498     {
499       // let's skid!
500       if(fabs(vx)>SKID_XM && !skidding_timer.check())
501         {
502           skidding_timer.start(SKID_TIME);
503           SoundManager::get()->play_sound(IDToSound(SND_SKID));
504           // dust some partcles
505           Sector::current()->add_particles(
506               Vector(base.x + (dir == RIGHT ? base.width : 0), base.y+base.height),
507               dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
508               Vector(2.8,-2.6), Vector(0,0.030), 3, Color(100,100,100), 3, 800,
509               LAYER_OBJECTS+1);
510
511           ax *= 2.5;
512         }
513       else
514         {
515           ax *= 2;
516         }
517     }
518
519   // we get slower when not pressing any keys
520   if(dirsign == 0) {
521       if(fabs(vx) < WALK_SPEED) {
522           vx = 0;
523           ax = 0;
524       } else if(vx < 0) {
525           ax = WALK_ACCELERATION_X * 1.5;
526       } else {
527           ax = WALK_ACCELERATION_X * -1.5;
528       }
529   }
530
531   // if we're on ice slow down acceleration or deceleration
532   if (isice(base.x, base.y + base.height))
533   {
534     /* the acceleration/deceleration rate on ice is inversely proportional to
535      * the current velocity.
536      */
537
538     // increasing 1 will increase acceleration/deceleration rate
539     // decreasing 1 will decrease acceleration/deceleration rate
540     //  must stay above zero, though
541     if (ax != 0) ax *= 1 / fabs(vx);
542   }
543
544   physic.set_velocity(vx, vy);
545   physic.set_acceleration(ax, ay);
546 }
547
548 void
549 Player::handle_vertical_input()
550 {
551   
552   // set fall mode...
553   if(on_ground()) {
554     fall_mode = ON_GROUND;
555     last_ground_y = base.y;
556   } else {
557     if(base.y > last_ground_y)
558       fall_mode = FALLING;
559     else if(fall_mode == ON_GROUND)
560       fall_mode = JUMPING;
561   }
562
563   // Press jump key
564   if(input.jump == DOWN && can_jump && on_ground())
565     {
566       if(duck) { // only jump a little bit when in duck mode {
567         physic.set_velocity_y(3);
568       } else {
569         // jump higher if we are running
570         if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
571           physic.set_velocity_y(5.8);
572         else
573           physic.set_velocity_y(5.2);
574       }
575
576       --base.y;
577       jumping = true;
578       flapping = false;
579       can_jump = false;
580       can_flap = false;
581       flaps_nb = 0; // Ricardo's flapping
582       if (size == SMALL)
583         SoundManager::get()->play_sound(IDToSound(SND_JUMP));
584       else
585         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
586     }
587   // Let go of jump key
588   else if(input.jump == UP)
589     {
590       if (!flapping && !duck && !falling_from_flap && !on_ground())
591          {
592             can_flap = true;
593          }
594       if (jumping && physic.get_velocity_y() > 0)
595          {
596             jumping = false;
597             physic.set_velocity_y(0);
598          }
599     }
600
601  // temporary to help player's choosing a flapping
602  if(flapping_mode == RICARDO_FLAP)
603    {
604    // Flapping, Ricardo's version
605    // similar to SM3 Fox
606    if(input.jump == DOWN && input.old_jump == UP && can_flap &&
607      flaps_nb < 3)
608      {
609        physic.set_velocity_y(3.5);
610        physic.set_velocity_x(physic.get_velocity_x() * 0.35);
611        flaps_nb++;
612      }
613    }
614   else if(flapping_mode == MAREK_FLAP)
615    {
616    // Flapping, Marek's version
617    if (input.jump == DOWN && can_flap)
618      {
619          if (!flapping_timer.started())
620             {
621                flapping_timer.start(TUX_FLAPPING_TIME);
622                flapping_velocity = physic.get_velocity_x();
623             }
624          if (!flapping_timer.check()) 
625             {
626                can_flap = false;
627                falling_from_flap = true;
628             }
629          jumping = true;
630          flapping = true;
631          if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
632             {
633                float cv;
634                if (flapping_velocity == 0) {cv = 0;}
635                else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(TUX_FLAPPING_TIME);}
636                //Handle change of direction while flapping
637                if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {cv *= (-1);}
638                physic.set_velocity_x(cv);
639                physic.set_velocity_y((float)flapping_timer.get_gone()/850);
640             }
641      }
642    }
643   else if(flapping_mode == RYAN_FLAP)
644    {
645    // Flapping, Ryan's version
646    if (input.jump == DOWN && can_flap)
647      {
648          if (!flapping_timer.started())
649             {
650                flapping_timer.start(TUX_FLAPPING_TIME);
651             }
652          if (!flapping_timer.check()) 
653             {
654                can_flap = false;
655                falling_from_flap = true;
656             }
657          jumping = true;
658          flapping = true;
659          if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
660                 && physic.get_velocity_y() < 0)
661             {
662                float gravity = Sector::current()->gravity;
663                float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
664
665                // XXX: magic numbers. should be a percent of gravity
666                //      gravity is (by default) -0.1f
667                physic.set_acceleration_y(.12 + .01f*xr);
668
669 #if 0
670                // To slow down x-vel when flapping (not working)
671                if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
672                {
673                    if (physic.get_velocity_x() < 0)
674                        physic.set_acceleration_x(1.0f);
675                    else if (physic.get_velocity_x() > 0)
676                        physic.set_acceleration_x(-1.0f);
677                }
678 #endif
679             }
680      }
681     else
682      {
683         physic.set_acceleration_y(0);
684      }
685    }
686
687
688    // Hover
689    //(disabled by default, use cheat code "hover" to toggle on/off)
690    //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
691    if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
692       {
693          physic.set_velocity_y(-1);
694       }
695
696    /* In case the player has pressed Down while in a certain range of air,
697       enable butt jump action */
698   if (input.down == DOWN && !butt_jump && !duck)
699     if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
700       butt_jump = true;
701
702    /* When Down is not held anymore, disable butt jump */
703   if(butt_jump && input.down == UP)
704     butt_jump = false;
705
706   // Do butt jump
707   if (butt_jump && on_ground() && size == BIG)
708   {
709     // Add a smoke cloud
710     if (duck) 
711       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
712     else 
713       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
714     
715     butt_jump = false;
716
717     // Break bricks beneath Tux
718     if(Sector::current()->trybreakbrick(
719           Vector(base.x + 1, base.y + base.height), false)
720         || Sector::current()->trybreakbrick(
721            Vector(base.x + base.width - 1, base.y + base.height), false))
722     {
723       physic.set_velocity_y(2);
724       butt_jump = true;
725     }
726
727     // Kill nearby badguys
728     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
729     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
730          i != gameobjects.end();
731          i++)
732     {
733       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
734       if(badguy)
735       {
736         // don't kill when badguys are already dying or in a certain mode
737         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
738            badguy->mode != BadGuy::BOMB_EXPLODE)
739           {
740             if (fabsf(base.x - badguy->base.x) < 150 &&
741               fabsf(base.y - badguy->base.y) < 60 &&
742               (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
743                issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
744               badguy->kill_me(25);
745           }
746       }
747     }
748   }
749
750   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
751         issolid(base.x + 1, base.y + base.height + 64) ||
752         issolid(base.x + base.width - 1, base.y + base.height + 64))
753        && jumping  == false
754        && can_jump == false
755        && input.jump == DOWN
756        && input.old_jump == UP)
757     {
758       can_jump = true;
759     }
760
761   if(on_ground())   /* Make sure jumping is off. */
762     {
763       jumping = false;
764       flapping = false;
765       falling_from_flap = false;
766       if (flapping_timer.started()) {flapping_timer.stop();}
767
768       physic.set_acceleration_y(0); //for flapping
769     }
770
771   input.old_jump = input.jump;
772 }
773
774 void
775 Player::handle_input()
776 {
777   /* Handle horizontal movement: */
778     handle_horizontal_input();
779
780   /* Jump/jumping? */
781
782   if (on_ground() && input.jump == UP)
783     can_jump = true;
784   handle_vertical_input();
785
786   /* Shoot! */
787   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
788     {
789       if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
790           physic.get_velocity_x(), dir))
791         shooting_timer.start(SHOOTING_TIME);
792       input.old_fire = DOWN;
793     }
794
795   /* tux animations: */
796   if(!frame_timer.check())
797     {
798       frame_timer.start(25);
799       if (input.right == UP && input.left == UP)
800         {
801           frame_main = 1;
802           frame_ = 1;
803         }
804       else
805         {
806           if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
807               (global_frame_counter % 4) == 0)
808             frame_main = (frame_main + 1) % 4;
809
810           frame_ = frame_main;
811
812           if (frame_ == 3)
813             frame_ = 1;
814         }
815     }
816
817   /* Duck! */
818   if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
819     {
820       duck = true;
821       base.height = 32;                             
822       base.y += 32;
823       // changing base size confuses collision otherwise
824       old_base = previous_base = base;
825     }
826   else if(input.down == UP && size == BIG && duck)
827     {
828       // try if we can really unduck
829       base.y -= 32;
830       base.height = 64;
831       // when unducking in air we need some space to do so
832       if(on_ground() || !collision_object_map(base)) {
833         duck = false;
834         // changing base size confuses collision otherwise
835         old_base = previous_base = base;                                
836       } else {
837         // undo the ducking changes
838         base.y += 32;
839         base.height = 32;
840       }   
841     }
842 }
843
844 void
845 Player::grow(bool animate)
846 {
847   if(size == BIG)
848     return;
849   
850   size = BIG;
851   base.height = 64;
852   base.y -= 32;
853
854   if(animate)
855     growing_timer.start(GROWING_TIME);
856
857   old_base = previous_base = base;
858 }
859
860 void
861 Player::grabdistros()
862 {
863   /* Grab distros: */
864   if (!dying)
865     {
866       Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
867       Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
868       Sector::current()->trygrabdistro(
869           Vector(base.x, base.y + base.height), NO_BOUNCE);
870       Sector::current()->trygrabdistro(
871           Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
872
873       if(size == BIG)
874         {
875           Sector::current()->trygrabdistro(
876               Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
877           Sector::current()->trygrabdistro(
878               Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
879         }
880
881     }
882
883   /* Enough distros for a One-up? */
884   if (player_status.distros >= DISTROS_LIFEUP)
885     {
886       player_status.distros = player_status.distros - DISTROS_LIFEUP;
887       if(player_status.lives < MAX_LIVES)
888         ++player_status.lives;
889       /*We want to hear the sound even, if MAX_LIVES is reached*/
890       SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
891     }
892 }
893
894 void
895 Player::draw(DrawingContext& context)
896 {
897   TuxBodyParts* tux_body;
898           
899   if (size == SMALL)
900     tux_body = small_tux;
901   else if (got_power == FIRE_POWER)
902     tux_body = fire_tux;
903   else if (got_power == ICE_POWER)
904     tux_body = ice_tux;
905   else
906     tux_body = big_tux;
907
908   int layer = LAYER_OBJECTS - 1;
909   Vector pos = Vector(base.x, base.y);
910
911   /* Set Tux sprite action */
912   if (duck && size == BIG)
913     {
914     if(dir == LEFT)
915       tux_body->set_action("duck-left");
916     else // dir == RIGHT
917       tux_body->set_action("duck-right");
918     }
919   else if (skidding_timer.started())
920     {
921     if(dir == LEFT)
922       tux_body->set_action("skid-left");
923     else // dir == RIGHT
924       tux_body->set_action("skid-right");
925     }
926   else if (kick_timer.started())
927     {
928     if(dir == LEFT)
929       tux_body->set_action("kick-left");
930     else // dir == RIGHT
931       tux_body->set_action("kick-right");
932     }
933   else if (butt_jump && size == BIG)
934     {
935     if(dir == LEFT)
936       tux_body->set_action("buttjump-left");
937     else // dir == RIGHT
938       tux_body->set_action("buttjump-right");
939     }
940   else if (physic.get_velocity_y() != 0)
941     {
942     if(dir == LEFT)
943       tux_body->set_action("jump-left");
944     else // dir == RIGHT
945       tux_body->set_action("jump-right");
946     }
947   else
948     {
949     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
950       {
951       if(dir == LEFT)
952         tux_body->set_action("stand-left");
953       else // dir == RIGHT
954         tux_body->set_action("stand-right");
955       }
956     else // moving
957       {
958       if(dir == LEFT)
959         tux_body->set_action("walk-left");
960       else // dir == RIGHT
961         tux_body->set_action("walk-right");
962       }
963     }
964
965   if(idle_timer.get_left() < 0)
966     {
967     if(size == BIG)
968       {
969       if(dir == LEFT)
970         tux_body->head->set_action("idle-left");
971       else // dir == RIGHT
972         tux_body->head->set_action("idle-right");
973
974       tux_body->head->start_animation(1);
975       }
976
977     idle_timer.start(IDLE_TIME);
978     }
979
980   // Tux is holding something
981   if ((holding_something && physic.get_velocity_y() == 0) ||
982       shooting_timer.check())
983     {
984     if (duck)
985       {
986       if(dir == LEFT)
987         tux_body->arms->set_action("duck+grab-left");
988       else // dir == RIGHT
989         tux_body->arms->set_action("duck+grab-right");
990       }
991     else
992       {
993       if(dir == LEFT)
994         tux_body->arms->set_action("grab-left");
995       else // dir == RIGHT
996         tux_body->arms->set_action("grab-right");
997       }
998     }
999
1000   /* Draw Tux */
1001   if (dying == DYING_SQUISHED)
1002     {
1003     smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
1004     }
1005   else if(growing_timer.check())
1006     {
1007     if(size == SMALL)
1008       {
1009       if (dir == RIGHT)
1010         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
1011                  ((growing_timer.get_gone() *
1012                  GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1013       else
1014         context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
1015                 ((growing_timer.get_gone() *
1016                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1017       }
1018     else
1019       {
1020       if (dir == RIGHT)
1021         context.draw_surface(growingtux_right[(growing_timer.get_gone() *
1022                 GROWING_FRAMES) / GROWING_TIME], pos, layer);
1023       else
1024         context.draw_surface(growingtux_left[(growing_timer.get_gone() *
1025                              GROWING_FRAMES) / GROWING_TIME], pos, layer);
1026       }
1027     }
1028   else if (safe_timer.started() && global_frame_counter%2)
1029     ;  // don't draw Tux
1030   else
1031     tux_body->draw(context, pos, layer);
1032
1033   // Draw blinking star overlay
1034   if (invincible_timer.started() &&
1035      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
1036      && !dying)
1037   {
1038     if (size == SMALL || duck)
1039       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
1040     else
1041       bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
1042   }
1043  
1044   if (debug_mode)
1045     context.draw_filled_rect(Vector(base.x, base.y),
1046         Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
1047 }
1048
1049 void
1050 Player::collision(const MovingObject& other, int collision_type)
1051 {
1052   (void) other;
1053   (void) collision_type;
1054   // will be implemented later
1055 }
1056
1057 void
1058 Player::collision(void* p_c_object, int c_object)
1059 {
1060   BadGuy* pbad_c = NULL;
1061   Trampoline* ptramp_c = NULL;
1062   FlyingPlatform* pplatform_c = NULL;
1063
1064   switch (c_object)
1065     {
1066     case CO_BADGUY:
1067       pbad_c = (BadGuy*) p_c_object;
1068
1069      /* Hurt player if he touches a badguy */
1070       if (!pbad_c->dying && !dying &&
1071           !safe_timer.started() &&
1072           pbad_c->mode != BadGuy::HELD)
1073         {
1074           if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
1075                && !holding_something)
1076             {
1077               holding_something = true;
1078               pbad_c->mode = BadGuy::HELD;
1079               pbad_c->base.y-=8;
1080             }
1081           else if (pbad_c->mode == BadGuy::FLAT)
1082             {
1083               // Don't get hurt if we're kicking a flat badguy!
1084             }
1085           else if (pbad_c->mode == BadGuy::KICK)
1086             {
1087               /* Hurt if you get hit by kicked laptop: */
1088               if (!invincible_timer.started())
1089                 {
1090                   kill(SHRINK);
1091                 }
1092               else
1093                 pbad_c->kill_me(20);
1094             }
1095           else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
1096               || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
1097               || pbad_c->kind == BAD_SPIKY))
1098                 pbad_c->kill_me(20);
1099           else
1100             {
1101               if (!invincible_timer.started())
1102                 {
1103                   kill(SHRINK);
1104                 }
1105               else
1106                 {
1107                   pbad_c->kill_me(25);
1108                 }
1109             }
1110           player_status.score_multiplier++;
1111         }
1112       break;
1113
1114     case CO_TRAMPOLINE:
1115       ptramp_c = (Trampoline*) p_c_object;
1116       
1117       // Pick up trampoline
1118       if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
1119       {
1120         holding_something = true;
1121         ptramp_c->mode = Trampoline::M_HELD;
1122         ptramp_c->base.y -= 8;
1123       }
1124       // Set down trampoline
1125       else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
1126       {
1127         holding_something = false;
1128         ptramp_c->mode = Trampoline::M_NORMAL;
1129         ptramp_c->base.y += 8;
1130         ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1131
1132         //if (dir == RIGHT)
1133         //  ptramp_c->base.x = base.x + base.width+1;
1134         //else /* LEFT */
1135         //  ptramp_c->base.x = base.x - base.width-1;
1136       }
1137 /*
1138       // Don't let tux walk through trampoline
1139       else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1140       {
1141         if (physic.get_velocity_x() > 0) // RIGHT
1142         {
1143           physic.set_velocity_x(0);
1144           base.x = ptramp_c->base.x - base.width;
1145         }
1146         else if (physic.get_velocity_x() < 0) // LEFT
1147         {
1148           physic.set_velocity_x(0);
1149           base.x = ptramp_c->base.x + ptramp_c->base.width;
1150         }
1151       }
1152 */
1153       break;
1154     case CO_FLYING_PLATFORM:
1155       pplatform_c = (FlyingPlatform*) p_c_object;
1156       
1157       base.y = pplatform_c->base.y - base.height;
1158       physic.set_velocity_x(pplatform_c->get_vel_x());
1159       
1160       physic.enable_gravity(false);
1161       can_jump = true;
1162       fall_mode = ON_GROUND;
1163       break;
1164
1165     default:
1166       break;
1167     }
1168
1169 }
1170
1171 /* Kill Player! */
1172
1173 void
1174 Player::kill(HurtMode mode)
1175 {
1176   if(dying)
1177     return;
1178   
1179   SoundManager::get()->play_sound(IDToSound(SND_HURT));
1180
1181   physic.set_velocity_x(0);
1182
1183   if (mode == SHRINK && size == BIG)
1184     {
1185       if (got_power != NONE_POWER)
1186         {
1187           safe_timer.start(TUX_SAFE_TIME);
1188           got_power = NONE_POWER;
1189         }
1190       else
1191         {
1192           growing_timer.start(GROWING_TIME);
1193           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1194           size = SMALL;
1195           base.height = 32;
1196           duck = false;
1197         }
1198     }
1199   else
1200     {
1201       physic.enable_gravity(true);
1202       physic.set_acceleration(0, 0);
1203       physic.set_velocity(0, 7);
1204       --player_status.lives;
1205       dying = DYING_SQUISHED;
1206       dying_timer.start(3000);
1207     }
1208 }
1209
1210 /* Remove Tux's power ups */
1211 void
1212 Player::remove_powerups()
1213 {
1214   got_power = NONE_POWER;
1215   size = SMALL;
1216   base.height = 32;
1217 }
1218
1219 void
1220 Player::move(const Vector& vector)
1221 {
1222   base.x = vector.x;
1223   base.y = vector.y;
1224   old_base = previous_base = base;
1225 }
1226
1227 void
1228 Player::check_bounds(Camera* camera)
1229 {
1230   /* Keep tux in bounds: */
1231   if (base.x < 0)
1232     { // Lock Tux to the size of the level, so that he doesn't fall of
1233       // on the left side
1234       base.x = 0;
1235     }
1236
1237   /* Keep in-bounds, vertically: */
1238   if (base.y > Sector::current()->solids->get_height() * 32)
1239     {
1240       kill(KILL);
1241       return;
1242     }
1243
1244   bool adjust = false;
1245   // can happen if back scrolling is disabled
1246   if(base.x < camera->get_translation().x) {
1247     base.x = camera->get_translation().x;
1248     adjust = true;
1249   }
1250   if(base.x >= camera->get_translation().x + screen->w - base.width) {
1251     base.x = camera->get_translation().x + screen->w - base.width;
1252     adjust = true;
1253   }
1254
1255   if(adjust) {
1256     // squished now?
1257     if(collision_object_map(base)) {
1258       kill(KILL);
1259       return;
1260     }
1261   }
1262 }
1263
1264 void
1265 Player::bounce(BadGuy* badguy)
1266 {
1267   //Make sure we stopped flapping
1268   flapping = false;
1269   falling_from_flap = false;
1270   
1271   if(player_status.score_multiplier >= 5)
1272     {  // show a message
1273     char str[124];
1274 //      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
1275       if (player_status.score_multiplier == 5)
1276         sprintf(str, _("Good! x%d"), player_status.score_multiplier);
1277       else if (player_status.score_multiplier == 6)
1278         sprintf(str, _("Great! x%d"), player_status.score_multiplier);
1279       else if (player_status.score_multiplier == 7)
1280         sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
1281       else if (player_status.score_multiplier == 8)
1282         sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
1283       else if (player_status.score_multiplier == 9)
1284         sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
1285       else
1286         sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
1287     Sector::current()->add_floating_text(base, str);
1288     }
1289
1290   if (input.jump)
1291     physic.set_velocity_y(5.2);
1292   else
1293     physic.set_velocity_y(2);
1294
1295   // Move the player a little bit above the badguy to avoid collision
1296   // between badguy and player directly after the bounce has happend
1297   base.y = badguy->base.y - base.height - 2;
1298 }
1299
1300 /* EOF */
1301