Sometime ago I asked what keys ppl would prefer, made the changes now to reflect...
[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   frame_main = 0;
172   frame_ = 0;
173
174   player_input_init(&input);
175
176   invincible_timer.init(true);
177   skidding_timer.init(true);
178   safe_timer.init(true);
179   frame_timer.init(true);
180   kick_timer.init(true);
181   shooting_timer.init(true);
182   growing_timer.init(true);
183   idle_timer.init(true);
184   flapping_timer.init(true);
185
186   physic.reset();
187 }
188
189 int
190 Player::key_event(SDLKey key, int state)
191 {
192   idle_timer.start(IDLE_TIME);
193
194   if(key == keymap.right)
195     {
196       input.right = state;
197       return true;
198     }
199   else if(key == keymap.left)
200     {
201       input.left = state;
202       return true;
203     }
204   else if(key == keymap.up)
205     {
206       input.up = state;
207
208       /* Up key also opens activates stuff */
209       input.activate = state;
210
211       if(state == DOWN) {
212         /** check for interactive objects */
213         for(Sector::InteractiveObjects::iterator i 
214             = Sector::current()->interactive_objects.begin();
215             i != Sector::current()->interactive_objects.end(); ++i) {
216           if(rectcollision(base, (*i)->get_area())) {
217             (*i)->interaction(INTERACTION_ACTIVATE);
218           }
219         }
220       }
221
222       return true;
223     }
224   else if(key == keymap.down)
225     {
226       input.down = state;
227       return true;
228     }
229   else if(key == keymap.power)
230     {
231       if (state == UP)
232         input.old_fire = UP;
233       input.fire = state;
234
235       return true;
236     }
237   else if(key == keymap.jump)
238     {
239       if (state == UP)
240         input.old_jump = UP;
241       input.jump = state;
242       return true;
243     }
244   else
245     return false;
246 }
247
248 void
249 Player::level_begin()
250 {
251   base.x  = 100;
252   base.y  = 170;
253   previous_base = old_base = base;
254   duck = false;
255
256   dying = DYING_NOT;
257
258   player_input_init(&input);
259
260   invincible_timer.init(true);
261   skidding_timer.init(true);
262   safe_timer.init(true);
263   frame_timer.init(true);
264   growing_timer.init(true);
265   idle_timer.init(true);
266
267   physic.reset();
268 }
269
270 void
271 Player::action(float elapsed_time)
272 {
273   bool jumped_in_solid = false;
274
275   if(dying && !dying_timer.check()) {
276     dead = true;
277     return;
278   }
279
280   if (input.fire == UP)
281     holding_something = false;
282
283   /* Move tux: */
284   previous_base = base;
285
286   /* --- HANDLE TUX! --- */
287   if(dying == DYING_NOT)
288     handle_input();
289
290   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
291
292   if(dying == DYING_NOT) 
293     {
294       base_type target = base;
295
296       collision_swept_object_map(&old_base, &base);
297
298       if ((!invincible_timer.started() && !safe_timer.started())
299           && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
300           ||  isspike(base.x, base.y + base.height)
301           ||  isspike(base.x + base.width, base.y + base.height)))
302       {
303          kill(SHRINK);
304       }
305
306       // Don't accelerate Tux if he is running against a wall
307       if (target.x != base.x)
308         {
309           physic.set_velocity_x(0);
310         }
311
312       // special exception for cases where we're stuck under tiles after
313       // being ducked. In this case we drift out
314       if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
315          && collision_object_map(base))
316         {
317           base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
318           previous_base = old_base = base;
319         }
320
321       // Land:
322       if (!on_ground())
323         {
324           physic.enable_gravity(true);
325           if(under_solid())
326             {
327               // fall down
328               physic.set_velocity_y(0);
329               jumped_in_solid = true;
330               jumping = false;
331               flapping = false;
332             }
333         }
334       else
335         {
336           /* Land: */
337           if (physic.get_velocity_y() < 0)
338             {
339               base.y = (int)(((int)base.y / 32) * 32);
340               physic.set_velocity_y(0);
341             }
342
343           physic.enable_gravity(false);
344           /* Reset score multiplier (for multi-hits): */
345           if (!invincible_timer.started())
346             {
347             /*if(player_status.score_multiplier > 2)
348               {  // show a message
349               char str[124];
350               sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
351               Sector::current()->add_floating_text(base, str);
352               }*/
353             player_status.score_multiplier = 1;
354             }
355         }
356
357       if(jumped_in_solid)
358         {
359           if (isbrick(base.x, base.y) ||
360               isfullbox(base.x, base.y))
361             {
362               Sector::current()->trygrabdistro(
363                   Vector(base.x, base.y - 32), BOUNCE);
364               Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
365
366               Sector::current()->trybreakbrick(
367                   Vector(base.x, base.y), size == SMALL);
368
369               bumpbrick(base.x, base.y);
370               Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
371             }
372
373           if (isbrick(base.x+ 31, base.y) ||
374               isfullbox(base.x+ 31, base.y))
375             {
376               Sector::current()->trygrabdistro(
377                   Vector(base.x+ 31, base.y - 32), BOUNCE);
378               Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
379
380               if(size == BIG)
381                 Sector::current()->trybreakbrick(
382                     Vector(base.x+ 31, base.y), size == SMALL);
383
384               bumpbrick(base.x+ 31, base.y);
385               Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
386             }
387         }
388
389       grabdistros();
390
391       if (jumped_in_solid)
392         {
393           ++base.y;
394           ++old_base.y;
395           if(on_ground())
396             {
397               /* Make sure jumping is off. */
398               jumping = false;
399               flapping = false;
400             }
401         }
402     }
403
404   /* ---- DONE HANDLING TUX! --- */
405
406   // check some timers
407   skidding_timer.check();
408   invincible_timer.check();
409   safe_timer.check();
410   kick_timer.check();
411 }
412
413 bool
414 Player::on_ground()
415 {
416   return ( issolid(base.x + base.width / 2, base.y + base.height) ||
417            issolid(base.x + 1, base.y + base.height) ||
418            issolid(base.x + base.width - 1, base.y + base.height));
419 }
420
421 bool
422 Player::under_solid()
423 {
424   return ( issolid(base.x + base.width / 2, base.y) ||
425            issolid(base.x + 1, base.y) ||
426            issolid(base.x + base.width - 1, base.y)  );
427 }
428
429 bool
430 Player::tiles_on_air(int tiles)
431 {
432   for(int t = 0; t != tiles; t++)
433      {
434      if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
435          issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
436          issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
437        return false;
438      }
439   return true;
440 }
441
442 void
443 Player::handle_horizontal_input()
444 {
445   float vx = physic.get_velocity_x();
446   float vy = physic.get_velocity_y();
447   float ax = physic.get_acceleration_x();
448   float ay = physic.get_acceleration_y();
449
450   float dirsign = 0;
451   if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
452       old_dir = dir;
453       dir = LEFT;
454       dirsign = -1;
455   } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
456       old_dir = dir;
457       dir = RIGHT;
458       dirsign = 1;
459   }
460
461   if (input.fire == UP) {
462       ax = dirsign * WALK_ACCELERATION_X;
463       // limit speed
464       if(vx >= MAX_WALK_XM && dirsign > 0) {
465         vx = MAX_WALK_XM;
466         ax = 0;
467       } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
468         vx = -MAX_WALK_XM;
469         ax = 0;
470       }
471   } else {
472       ax = dirsign * RUN_ACCELERATION_X;
473       // limit speed
474       if(vx >= MAX_RUN_XM && dirsign > 0) {
475         vx = MAX_RUN_XM;
476         ax = 0;
477       } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
478         vx = -MAX_RUN_XM;
479         ax = 0;
480       }
481   }
482
483   // we can reach WALK_SPEED without any acceleration
484   if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
485     vx = dirsign * WALK_SPEED;
486   }
487
488   // changing directions?
489   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
490       if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
491           skidding_timer.start(SKID_TIME);
492           SoundManager::get()->play_sound(IDToSound(SND_SKID));
493           ax *= 2.5;
494       } else {
495           ax *= 2;
496       }
497   }
498
499   // we get slower when not pressing any keys
500   if(dirsign == 0) {
501       if(fabs(vx) < WALK_SPEED) {
502           vx = 0;
503           ax = 0;
504       } else if(vx < 0) {
505           ax = WALK_ACCELERATION_X * 1.5;
506       } else {
507           ax = WALK_ACCELERATION_X * -1.5;
508       }
509   }
510
511   // if we're on ice slow down acceleration or deceleration
512   if (isice(base.x, base.y + base.height))
513   {
514     /* the acceleration/deceleration rate on ice is inversely proportional to
515      * the current velocity.
516      */
517
518     // increasing 1 will increase acceleration/deceleration rate
519     // decreasing 1 will decrease acceleration/deceleration rate
520     //  must stay above zero, though
521     if (ax != 0) ax *= 1 / fabs(vx);
522   }
523
524   physic.set_velocity(vx, vy);
525   physic.set_acceleration(ax, ay);
526 }
527
528 void
529 Player::handle_vertical_input()
530 {
531   
532   // set fall mode...
533   if(on_ground()) {
534     fall_mode = ON_GROUND;
535     last_ground_y = base.y;
536   } else {
537     if(base.y > last_ground_y)
538       fall_mode = FALLING;
539     else if(fall_mode == ON_GROUND)
540       fall_mode = JUMPING;
541   }
542
543   // Press jump key
544   if(input.jump == DOWN && can_jump && on_ground())
545     {
546       if(duck) { // only jump a little bit when in duck mode {
547         physic.set_velocity_y(3);
548       } else {
549         // jump higher if we are running
550         if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
551           physic.set_velocity_y(5.8);
552         else
553           physic.set_velocity_y(5.2);
554       }
555
556       --base.y;
557       jumping = true;
558       flapping = false;
559       can_jump = false;
560       can_flap = false;
561       if (size == SMALL)
562         SoundManager::get()->play_sound(IDToSound(SND_JUMP));
563       else
564         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
565     }
566   // Let go of jump key
567   else if(input.jump == UP)
568     {
569       if (!flapping && !duck && !falling_from_flap && !on_ground())
570          {
571             can_flap = true;
572          }
573       if (jumping && physic.get_velocity_y() > 0)
574          {
575             jumping = false;
576             physic.set_velocity_y(0);
577          }
578     }
579
580    // Flapping
581    if (input.jump == DOWN && can_flap)
582      {
583          if (!flapping_timer.started())
584             {
585                flapping_timer.start(TUX_FLAPPING_TIME);
586             }
587          if (!flapping_timer.check()) 
588             {
589                can_flap = false;
590                falling_from_flap = true;
591             }
592          //if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
593          //else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
594          jumping = true;
595          flapping = true;
596          if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
597                 && physic.get_velocity_y() < 0)
598             {
599                float gravity = Sector::current()->gravity;
600                float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
601
602                //physic.set_velocity_y((float)flapping_timer.get_gone()/700);
603
604                // XXX: magic numbers. should be a percent of gravity
605                //      gravity is (by default) -0.1f
606                physic.set_acceleration_y(.05 + .06f*xr);
607             }
608      }
609     else
610      {
611         physic.set_acceleration_y(0);
612      }
613    
614    // Hover
615    //(disabled by default, use cheat code "hover" to toggle on/off)
616    //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
617    if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
618       {
619          physic.set_velocity_y(-1);
620       }
621
622    /* In case the player has pressed Down while in a certain range of air,
623       enable butt jump action */
624   if (input.down == DOWN && !butt_jump && !duck)
625     if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
626       butt_jump = true;
627
628    /* When Down is not held anymore, disable butt jump */
629   if(butt_jump && input.down == UP)
630     butt_jump = false;
631
632   // Do butt jump
633   if (butt_jump && on_ground() && size == BIG)
634   {
635     // Add a smoke cloud
636     if (duck) 
637       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
638     else 
639       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
640     
641     butt_jump = false;
642
643     // Break bricks beneath Tux
644     if(Sector::current()->trybreakbrick(
645           Vector(base.x + 1, base.y + base.height), false)
646         || Sector::current()->trybreakbrick(
647            Vector(base.x + base.width - 1, base.y + base.height), false))
648     {
649       physic.set_velocity_y(2);
650       butt_jump = true;
651     }
652
653     // Kill nearby badguys
654     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
655     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
656          i != gameobjects.end();
657          i++)
658     {
659       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
660       if(badguy)
661       {
662         // don't kill when badguys are already dying or in a certain mode
663         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
664            badguy->mode != BadGuy::BOMB_EXPLODE)
665           {
666             if (fabsf(base.x - badguy->base.x) < 150 &&
667               fabsf(base.y - badguy->base.y) < 60 &&
668               (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
669                issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
670               badguy->kill_me(25);
671           }
672       }
673     }
674   }
675
676   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
677         issolid(base.x + 1, base.y + base.height + 64) ||
678         issolid(base.x + base.width - 1, base.y + base.height + 64))
679        && jumping  == false
680        && can_jump == false
681        && input.jump == DOWN
682        && input.old_jump == UP)
683     {
684       can_jump = true;
685     }
686
687   if(on_ground())   /* Make sure jumping is off. */
688     {
689       jumping = false;
690       flapping = false;
691       falling_from_flap = false;
692       if (flapping_timer.started()) {flapping_timer.stop();}
693
694       physic.set_acceleration_y(0); //for flapping
695     }
696
697   input.old_jump = input.jump;
698 }
699
700 void
701 Player::handle_input()
702 {
703   /* Handle horizontal movement: */
704     handle_horizontal_input();
705
706   /* Jump/jumping? */
707
708   if (on_ground() && input.jump == UP)
709     can_jump = true;
710   handle_vertical_input();
711
712   /* Shoot! */
713   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
714     {
715       if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
716           physic.get_velocity_x(), dir))
717         shooting_timer.start(SHOOTING_TIME);
718       input.old_fire = DOWN;
719     }
720
721   /* tux animations: */
722   if(!frame_timer.check())
723     {
724       frame_timer.start(25);
725       if (input.right == UP && input.left == UP)
726         {
727           frame_main = 1;
728           frame_ = 1;
729         }
730       else
731         {
732           if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
733               (global_frame_counter % 4) == 0)
734             frame_main = (frame_main + 1) % 4;
735
736           frame_ = frame_main;
737
738           if (frame_ == 3)
739             frame_ = 1;
740         }
741     }
742
743   /* Duck! */
744   if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
745     {
746       duck = true;
747       base.height = 32;                             
748       base.y += 32;
749       // changing base size confuses collision otherwise
750       old_base = previous_base = base;
751     }
752   else if(input.down == UP && size == BIG && duck)
753     {
754       // try if we can really unduck
755       base.y -= 32;
756       base.height = 64;
757       // when unducking in air we need some space to do so
758       if(on_ground() || !collision_object_map(base)) {
759         duck = false;
760         // changing base size confuses collision otherwise
761         old_base = previous_base = base;                                
762       } else {
763         // undo the ducking changes
764         base.y += 32;
765         base.height = 32;
766       }   
767     }
768 }
769
770 void
771 Player::grow(bool animate)
772 {
773   if(size == BIG)
774     return;
775   
776   size = BIG;
777   base.height = 64;
778   base.y -= 32;
779
780   if(animate)
781     growing_timer.start(GROWING_TIME);
782
783   old_base = previous_base = base;
784 }
785
786 void
787 Player::grabdistros()
788 {
789   /* Grab distros: */
790   if (!dying)
791     {
792       Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
793       Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
794       Sector::current()->trygrabdistro(
795           Vector(base.x, base.y + base.height), NO_BOUNCE);
796       Sector::current()->trygrabdistro(
797           Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
798
799       if(size == BIG)
800         {
801           Sector::current()->trygrabdistro(
802               Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
803           Sector::current()->trygrabdistro(
804               Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
805         }
806
807     }
808
809   /* Enough distros for a One-up? */
810   if (player_status.distros >= DISTROS_LIFEUP)
811     {
812       player_status.distros = player_status.distros - DISTROS_LIFEUP;
813       if(player_status.lives < MAX_LIVES)
814         ++player_status.lives;
815       /*We want to hear the sound even, if MAX_LIVES is reached*/
816       SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
817     }
818 }
819
820 void
821 Player::draw(DrawingContext& context)
822 {
823   TuxBodyParts* tux_body;
824           
825   if (size == SMALL)
826     tux_body = small_tux;
827   else if (got_power == FIRE_POWER)
828     tux_body = fire_tux;
829   else if (got_power == ICE_POWER)
830     tux_body = ice_tux;
831   else
832     tux_body = big_tux;
833
834   int layer = LAYER_OBJECTS - 1;
835   Vector pos = Vector(base.x, base.y);
836
837   /* Set Tux sprite action */
838   if (duck && size == BIG)
839     {
840     if(dir == LEFT)
841       tux_body->set_action("duck-left");
842     else // dir == RIGHT
843       tux_body->set_action("duck-right");
844     }
845   else if (skidding_timer.started())
846     {
847     if(dir == LEFT)
848       tux_body->set_action("skid-left");
849     else // dir == RIGHT
850       tux_body->set_action("skid-right");
851     }
852   else if (kick_timer.started())
853     {
854     if(dir == LEFT)
855       tux_body->set_action("kick-left");
856     else // dir == RIGHT
857       tux_body->set_action("kick-right");
858     }
859   else if (butt_jump)
860     {
861     if(dir == LEFT)
862       tux_body->set_action("buttjump-left");
863     else // dir == RIGHT
864       tux_body->set_action("buttjump-right");
865     }
866   else if (physic.get_velocity_y() != 0)
867     {
868     if(dir == LEFT)
869       tux_body->set_action("jump-left");
870     else // dir == RIGHT
871       tux_body->set_action("jump-right");
872     }
873   else
874     {
875     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
876       {
877       if(dir == LEFT)
878         tux_body->set_action("stand-left");
879       else // dir == RIGHT
880         tux_body->set_action("stand-right");
881       }
882     else // moving
883       {
884       if(dir == LEFT)
885         tux_body->set_action("walk-left");
886       else // dir == RIGHT
887         tux_body->set_action("walk-right");
888       }
889     }
890
891   if(idle_timer.get_left() < 0)
892     {
893     if(size == BIG)
894       {
895       if(dir == LEFT)
896         tux_body->head->set_action("idle-left");
897       else // dir == RIGHT
898         tux_body->head->set_action("idle-right");
899
900       tux_body->head->start_animation(1);
901       }
902
903     idle_timer.start(IDLE_TIME);
904     }
905
906   // Tux is holding something
907   if ((holding_something && physic.get_velocity_y() == 0) ||
908       shooting_timer.check())
909     {
910     if (duck)
911       {
912       if(dir == LEFT)
913         tux_body->arms->set_action("duck+grab-left");
914       else // dir == RIGHT
915         tux_body->arms->set_action("duck+grab-right");
916       }
917     else
918       {
919       if(dir == LEFT)
920         tux_body->arms->set_action("grab-left");
921       else // dir == RIGHT
922         tux_body->arms->set_action("grab-right");
923       }
924     }
925
926   /* Draw Tux */
927   if (dying == DYING_SQUISHED)
928     {
929     smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
930     }
931   else if(growing_timer.check())
932     {
933     if(size == SMALL)
934       {
935       if (dir == RIGHT)
936         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
937                  ((growing_timer.get_gone() *
938                  GROWING_FRAMES) / GROWING_TIME)], pos, layer);
939       else
940         context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
941                 ((growing_timer.get_gone() *
942                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
943       }
944     else
945       {
946       if (dir == RIGHT)
947         context.draw_surface(growingtux_right[(growing_timer.get_gone() *
948                 GROWING_FRAMES) / GROWING_TIME], pos, layer);
949       else
950         context.draw_surface(growingtux_left[(growing_timer.get_gone() *
951                              GROWING_FRAMES) / GROWING_TIME], pos, layer);
952       }
953     }
954   else if (safe_timer.started() && global_frame_counter%2)
955     ;  // don't draw Tux
956   else
957     tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
958
959   // Draw blinking star overlay
960   if (invincible_timer.started() &&
961      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
962      && !dying)
963   {
964     if (size == SMALL || duck)
965       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
966     else
967       bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
968   }
969  
970   if (debug_mode)
971     context.draw_filled_rect(Vector(base.x, base.y),
972         Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
973 }
974
975 void
976 Player::collision(const MovingObject& other, int collision_type)
977 {
978   (void) other;
979   (void) collision_type;
980   // will be implemented later
981 }
982
983 void
984 Player::collision(void* p_c_object, int c_object)
985 {
986   BadGuy* pbad_c = NULL;
987   Trampoline* ptramp_c = NULL;
988   FlyingPlatform* pplatform_c = NULL;
989
990   switch (c_object)
991     {
992     case CO_BADGUY:
993       pbad_c = (BadGuy*) p_c_object;
994
995      /* Hurt player if he touches a badguy */
996       if (!pbad_c->dying && !dying &&
997           !safe_timer.started() &&
998           pbad_c->mode != BadGuy::HELD)
999         {
1000           if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
1001                && !holding_something)
1002             {
1003               holding_something = true;
1004               pbad_c->mode = BadGuy::HELD;
1005               pbad_c->base.y-=8;
1006             }
1007           else if (pbad_c->mode == BadGuy::FLAT)
1008             {
1009               // Don't get hurt if we're kicking a flat badguy!
1010             }
1011           else if (pbad_c->mode == BadGuy::KICK)
1012             {
1013               /* Hurt if you get hit by kicked laptop: */
1014               if (!invincible_timer.started())
1015                 {
1016                   kill(SHRINK);
1017                 }
1018               else
1019                 pbad_c->kill_me(20);
1020             }
1021           else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
1022               || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
1023               || pbad_c->kind == BAD_SPIKY))
1024                 pbad_c->kill_me(20);
1025           else
1026             {
1027               if (!invincible_timer.started())
1028                 {
1029                   kill(SHRINK);
1030                 }
1031               else
1032                 {
1033                   pbad_c->kill_me(25);
1034                 }
1035             }
1036           player_status.score_multiplier++;
1037         }
1038       break;
1039
1040     case CO_TRAMPOLINE:
1041       ptramp_c = (Trampoline*) p_c_object;
1042       
1043       // Pick up trampoline
1044       if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
1045       {
1046         holding_something = true;
1047         ptramp_c->mode = Trampoline::M_HELD;
1048         ptramp_c->base.y -= 8;
1049       }
1050       // Set down trampoline
1051       else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
1052       {
1053         holding_something = false;
1054         ptramp_c->mode = Trampoline::M_NORMAL;
1055         ptramp_c->base.y += 8;
1056         ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1057
1058         //if (dir == RIGHT)
1059         //  ptramp_c->base.x = base.x + base.width+1;
1060         //else /* LEFT */
1061         //  ptramp_c->base.x = base.x - base.width-1;
1062       }
1063 /*
1064       // Don't let tux walk through trampoline
1065       else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1066       {
1067         if (physic.get_velocity_x() > 0) // RIGHT
1068         {
1069           physic.set_velocity_x(0);
1070           base.x = ptramp_c->base.x - base.width;
1071         }
1072         else if (physic.get_velocity_x() < 0) // LEFT
1073         {
1074           physic.set_velocity_x(0);
1075           base.x = ptramp_c->base.x + ptramp_c->base.width;
1076         }
1077       }
1078 */
1079       break;
1080     case CO_FLYING_PLATFORM:
1081       pplatform_c = (FlyingPlatform*) p_c_object;
1082       
1083       base.y = pplatform_c->base.y - base.height;
1084       physic.set_velocity_x(pplatform_c->get_vel_x());
1085       
1086       physic.enable_gravity(false);
1087       can_jump = true;
1088       fall_mode = ON_GROUND;
1089       break;
1090
1091     default:
1092       break;
1093     }
1094
1095 }
1096
1097 /* Kill Player! */
1098
1099 void
1100 Player::kill(HurtMode mode)
1101 {
1102   if(dying)
1103     return;
1104   
1105   SoundManager::get()->play_sound(IDToSound(SND_HURT));
1106
1107   physic.set_velocity_x(0);
1108
1109   if (mode == SHRINK && size == BIG)
1110     {
1111       if (got_power != NONE_POWER)
1112         {
1113           safe_timer.start(TUX_SAFE_TIME);
1114           got_power = NONE_POWER;
1115         }
1116       else
1117         {
1118           growing_timer.start(GROWING_TIME);
1119           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1120           size = SMALL;
1121           base.height = 32;
1122           duck = false;
1123         }
1124     }
1125   else
1126     {
1127       physic.enable_gravity(true);
1128       physic.set_acceleration(0, 0);
1129       physic.set_velocity(0, 7);
1130       --player_status.lives;
1131       dying = DYING_SQUISHED;
1132       dying_timer.start(3000);
1133     }
1134 }
1135
1136 /* Remove Tux's power ups */
1137 void
1138 Player::remove_powerups()
1139 {
1140   got_power = NONE_POWER;
1141   size = SMALL;
1142   base.height = 32;
1143 }
1144
1145 void
1146 Player::move(const Vector& vector)
1147 {
1148   base.x = vector.x;
1149   base.y = vector.y;
1150   old_base = previous_base = base;
1151 }
1152
1153 void
1154 Player::check_bounds(Camera* camera)
1155 {
1156   /* Keep tux in bounds: */
1157   if (base.x < 0)
1158     { // Lock Tux to the size of the level, so that he doesn't fall of
1159       // on the left side
1160       base.x = 0;
1161     }
1162
1163   /* Keep in-bounds, vertically: */
1164   if (base.y > Sector::current()->solids->get_height() * 32)
1165     {
1166       kill(KILL);
1167       return;
1168     }
1169
1170   bool adjust = false;
1171   // can happen if back scrolling is disabled
1172   if(base.x < camera->get_translation().x) {
1173     base.x = camera->get_translation().x;
1174     adjust = true;
1175   }
1176   if(base.x >= camera->get_translation().x + screen->w - base.width) {
1177     base.x = camera->get_translation().x + screen->w - base.width;
1178     adjust = true;
1179   }
1180
1181   if(adjust) {
1182     // squished now?
1183     if(collision_object_map(base)) {
1184       kill(KILL);
1185       return;
1186     }
1187   }
1188 }
1189
1190 void
1191 Player::bounce(BadGuy* badguy)
1192 {
1193   //Make sure we stopped flapping
1194   flapping = false;
1195   falling_from_flap = false;
1196   
1197   if(player_status.score_multiplier >= 5)
1198     {  // show a message
1199     char str[124];
1200 //      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
1201       if (player_status.score_multiplier == 5)
1202         sprintf(str, _("Good! x%d"), player_status.score_multiplier);
1203       else if (player_status.score_multiplier == 6)
1204         sprintf(str, _("Great! x%d"), player_status.score_multiplier);
1205       else if (player_status.score_multiplier == 7)
1206         sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
1207       else if (player_status.score_multiplier == 8)
1208         sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
1209       else if (player_status.score_multiplier == 9)
1210         sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
1211       else
1212         sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
1213     Sector::current()->add_floating_text(base, str);
1214     }
1215
1216   if (input.jump)
1217     physic.set_velocity_y(5.2);
1218   else
1219     physic.set_velocity_y(2);
1220
1221   // Move the player a little bit above the badguy to avoid collision
1222   // between badguy and player directly after the bounce has happend
1223   base.y = badguy->base.y - base.height - 2;
1224 }
1225
1226 /* EOF */
1227