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