Tuned buttjump range values as asked by Iknos.
[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) < 96 &&
741                 fabsf(base.y - badguy->base.y) < 64)
742               badguy->kill_me(25);
743           }
744       }
745     }
746   }
747
748   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
749         issolid(base.x + 1, base.y + base.height + 64) ||
750         issolid(base.x + base.width - 1, base.y + base.height + 64))
751        && jumping  == false
752        && can_jump == false
753        && input.jump == DOWN
754        && input.old_jump == UP)
755     {
756       can_jump = true;
757     }
758
759   if(on_ground())   /* Make sure jumping is off. */
760     {
761       jumping = false;
762       flapping = false;
763       falling_from_flap = false;
764       if (flapping_timer.started()) {flapping_timer.stop();}
765
766       physic.set_acceleration_y(0); //for flapping
767     }
768
769   input.old_jump = input.jump;
770 }
771
772 void
773 Player::handle_input()
774 {
775   /* Handle horizontal movement: */
776     handle_horizontal_input();
777
778   /* Jump/jumping? */
779
780   if (on_ground() && input.jump == UP)
781     can_jump = true;
782   handle_vertical_input();
783
784   /* Shoot! */
785   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
786     {
787       if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
788           physic.get_velocity_x(), dir))
789         shooting_timer.start(SHOOTING_TIME);
790       input.old_fire = DOWN;
791     }
792
793   /* tux animations: */
794   if(!frame_timer.check())
795     {
796       frame_timer.start(25);
797       if (input.right == UP && input.left == UP)
798         {
799           frame_main = 1;
800           frame_ = 1;
801         }
802       else
803         {
804           if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
805               (global_frame_counter % 4) == 0)
806             frame_main = (frame_main + 1) % 4;
807
808           frame_ = frame_main;
809
810           if (frame_ == 3)
811             frame_ = 1;
812         }
813     }
814
815   /* Duck! */
816   if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
817     {
818       duck = true;
819       base.height = 32;                             
820       base.y += 32;
821       // changing base size confuses collision otherwise
822       old_base = previous_base = base;
823     }
824   else if(input.down == UP && size == BIG && duck)
825     {
826       // try if we can really unduck
827       base.y -= 32;
828       base.height = 64;
829       // when unducking in air we need some space to do so
830       if(on_ground() || !collision_object_map(base)) {
831         duck = false;
832         // changing base size confuses collision otherwise
833         old_base = previous_base = base;                                
834       } else {
835         // undo the ducking changes
836         base.y += 32;
837         base.height = 32;
838       }   
839     }
840 }
841
842 void
843 Player::grow(bool animate)
844 {
845   if(size == BIG)
846     return;
847   
848   size = BIG;
849   base.height = 64;
850   base.y -= 32;
851
852   if(animate)
853     growing_timer.start(GROWING_TIME);
854
855   old_base = previous_base = base;
856 }
857
858 void
859 Player::grabdistros()
860 {
861   /* Grab distros: */
862   if (!dying)
863     {
864       Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
865       Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
866       Sector::current()->trygrabdistro(
867           Vector(base.x, base.y + base.height), NO_BOUNCE);
868       Sector::current()->trygrabdistro(
869           Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
870
871       if(size == BIG)
872         {
873           Sector::current()->trygrabdistro(
874               Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
875           Sector::current()->trygrabdistro(
876               Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
877         }
878
879     }
880
881   /* Enough distros for a One-up? */
882   if (player_status.distros >= DISTROS_LIFEUP)
883     {
884       player_status.distros = player_status.distros - DISTROS_LIFEUP;
885       if(player_status.lives < MAX_LIVES)
886         ++player_status.lives;
887       /*We want to hear the sound even, if MAX_LIVES is reached*/
888       SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
889     }
890 }
891
892 void
893 Player::draw(DrawingContext& context)
894 {
895   TuxBodyParts* tux_body;
896           
897   if (size == SMALL)
898     tux_body = small_tux;
899   else if (got_power == FIRE_POWER)
900     tux_body = fire_tux;
901   else if (got_power == ICE_POWER)
902     tux_body = ice_tux;
903   else
904     tux_body = big_tux;
905
906   int layer = LAYER_OBJECTS - 1;
907   Vector pos = Vector(base.x, base.y);
908
909   /* Set Tux sprite action */
910   if (duck && size == BIG)
911     {
912     if(dir == LEFT)
913       tux_body->set_action("duck-left");
914     else // dir == RIGHT
915       tux_body->set_action("duck-right");
916     }
917   else if (skidding_timer.started())
918     {
919     if(dir == LEFT)
920       tux_body->set_action("skid-left");
921     else // dir == RIGHT
922       tux_body->set_action("skid-right");
923     }
924   else if (kick_timer.started())
925     {
926     if(dir == LEFT)
927       tux_body->set_action("kick-left");
928     else // dir == RIGHT
929       tux_body->set_action("kick-right");
930     }
931   else if (butt_jump && size == BIG)
932     {
933     if(dir == LEFT)
934       tux_body->set_action("buttjump-left");
935     else // dir == RIGHT
936       tux_body->set_action("buttjump-right");
937     }
938   else if (physic.get_velocity_y() != 0)
939     {
940     if(dir == LEFT)
941       tux_body->set_action("jump-left");
942     else // dir == RIGHT
943       tux_body->set_action("jump-right");
944     }
945   else
946     {
947     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
948       {
949       if(dir == LEFT)
950         tux_body->set_action("stand-left");
951       else // dir == RIGHT
952         tux_body->set_action("stand-right");
953       }
954     else // moving
955       {
956       if(dir == LEFT)
957         tux_body->set_action("walk-left");
958       else // dir == RIGHT
959         tux_body->set_action("walk-right");
960       }
961     }
962
963   if(idle_timer.get_left() < 0)
964     {
965     if(size == BIG)
966       {
967       if(dir == LEFT)
968         tux_body->head->set_action("idle-left");
969       else // dir == RIGHT
970         tux_body->head->set_action("idle-right");
971
972       tux_body->head->start_animation(1);
973       }
974
975     idle_timer.start(IDLE_TIME);
976     }
977
978   // Tux is holding something
979   if ((holding_something && physic.get_velocity_y() == 0) ||
980       shooting_timer.check())
981     {
982     if (duck)
983       {
984       if(dir == LEFT)
985         tux_body->arms->set_action("duck+grab-left");
986       else // dir == RIGHT
987         tux_body->arms->set_action("duck+grab-right");
988       }
989     else
990       {
991       if(dir == LEFT)
992         tux_body->arms->set_action("grab-left");
993       else // dir == RIGHT
994         tux_body->arms->set_action("grab-right");
995       }
996     }
997
998   /* Draw Tux */
999   if (dying == DYING_SQUISHED)
1000     {
1001     smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
1002     }
1003   else if(growing_timer.check())
1004     {
1005     if(size == SMALL)
1006       {
1007       if (dir == RIGHT)
1008         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
1009                  ((growing_timer.get_gone() *
1010                  GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1011       else
1012         context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
1013                 ((growing_timer.get_gone() *
1014                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1015       }
1016     else
1017       {
1018       if (dir == RIGHT)
1019         context.draw_surface(growingtux_right[(growing_timer.get_gone() *
1020                 GROWING_FRAMES) / GROWING_TIME], pos, layer);
1021       else
1022         context.draw_surface(growingtux_left[(growing_timer.get_gone() *
1023                              GROWING_FRAMES) / GROWING_TIME], pos, layer);
1024       }
1025     }
1026   else if (safe_timer.started() && global_frame_counter%2)
1027     ;  // don't draw Tux
1028   else
1029     tux_body->draw(context, pos, layer);
1030
1031   // Draw blinking star overlay
1032   if (invincible_timer.started() &&
1033      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
1034      && !dying)
1035   {
1036     if (size == SMALL || duck)
1037       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
1038     else
1039       bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
1040   }
1041  
1042   if (debug_mode)
1043     context.draw_filled_rect(Vector(base.x, base.y),
1044         Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
1045 }
1046
1047 void
1048 Player::collision(const MovingObject& other, int collision_type)
1049 {
1050   (void) other;
1051   (void) collision_type;
1052   // will be implemented later
1053 }
1054
1055 void
1056 Player::collision(void* p_c_object, int c_object)
1057 {
1058   BadGuy* pbad_c = NULL;
1059   Trampoline* ptramp_c = NULL;
1060   FlyingPlatform* pplatform_c = NULL;
1061
1062   switch (c_object)
1063     {
1064     case CO_BADGUY:
1065       pbad_c = (BadGuy*) p_c_object;
1066
1067      /* Hurt player if he touches a badguy */
1068       if (!pbad_c->dying && !dying &&
1069           !safe_timer.started() &&
1070           pbad_c->mode != BadGuy::HELD)
1071         {
1072           if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
1073                && !holding_something)
1074             {
1075               holding_something = true;
1076               pbad_c->mode = BadGuy::HELD;
1077               pbad_c->base.y-=8;
1078             }
1079           else if (pbad_c->mode == BadGuy::FLAT)
1080             {
1081               // Don't get hurt if we're kicking a flat badguy!
1082             }
1083           else if (pbad_c->mode == BadGuy::KICK)
1084             {
1085               /* Hurt if you get hit by kicked laptop: */
1086               if (!invincible_timer.started())
1087                 {
1088                   kill(SHRINK);
1089                 }
1090               else
1091                 pbad_c->kill_me(20);
1092             }
1093           else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
1094               || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
1095               || pbad_c->kind == BAD_SPIKY))
1096                 pbad_c->kill_me(20);
1097           else
1098             {
1099               if (!invincible_timer.started())
1100                 {
1101                   kill(SHRINK);
1102                 }
1103               else
1104                 {
1105                   pbad_c->kill_me(25);
1106                 }
1107             }
1108           player_status.score_multiplier++;
1109         }
1110       break;
1111
1112     case CO_TRAMPOLINE:
1113       ptramp_c = (Trampoline*) p_c_object;
1114       
1115       // Pick up trampoline
1116       if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
1117       {
1118         holding_something = true;
1119         ptramp_c->mode = Trampoline::M_HELD;
1120         ptramp_c->base.y -= 8;
1121       }
1122       // Set down trampoline
1123       else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
1124       {
1125         holding_something = false;
1126         ptramp_c->mode = Trampoline::M_NORMAL;
1127         ptramp_c->base.y += 8;
1128         ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1129
1130         //if (dir == RIGHT)
1131         //  ptramp_c->base.x = base.x + base.width+1;
1132         //else /* LEFT */
1133         //  ptramp_c->base.x = base.x - base.width-1;
1134       }
1135 /*
1136       // Don't let tux walk through trampoline
1137       else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1138       {
1139         if (physic.get_velocity_x() > 0) // RIGHT
1140         {
1141           physic.set_velocity_x(0);
1142           base.x = ptramp_c->base.x - base.width;
1143         }
1144         else if (physic.get_velocity_x() < 0) // LEFT
1145         {
1146           physic.set_velocity_x(0);
1147           base.x = ptramp_c->base.x + ptramp_c->base.width;
1148         }
1149       }
1150 */
1151       break;
1152     case CO_FLYING_PLATFORM:
1153       pplatform_c = (FlyingPlatform*) p_c_object;
1154       
1155       base.y = pplatform_c->base.y - base.height;
1156       physic.set_velocity_x(pplatform_c->get_vel_x());
1157       
1158       physic.enable_gravity(false);
1159       can_jump = true;
1160       fall_mode = ON_GROUND;
1161       break;
1162
1163     default:
1164       break;
1165     }
1166
1167 }
1168
1169 /* Kill Player! */
1170
1171 void
1172 Player::kill(HurtMode mode)
1173 {
1174   if(dying)
1175     return;
1176   
1177   SoundManager::get()->play_sound(IDToSound(SND_HURT));
1178
1179   physic.set_velocity_x(0);
1180
1181   if (mode == SHRINK && size == BIG)
1182     {
1183       if (got_power != NONE_POWER)
1184         {
1185           safe_timer.start(TUX_SAFE_TIME);
1186           got_power = NONE_POWER;
1187         }
1188       else
1189         {
1190           growing_timer.start(GROWING_TIME);
1191           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1192           size = SMALL;
1193           base.height = 32;
1194           duck = false;
1195         }
1196     }
1197   else
1198     {
1199       physic.enable_gravity(true);
1200       physic.set_acceleration(0, 0);
1201       physic.set_velocity(0, 7);
1202       --player_status.lives;
1203       dying = DYING_SQUISHED;
1204       dying_timer.start(3000);
1205     }
1206 }
1207
1208 /* Remove Tux's power ups */
1209 void
1210 Player::remove_powerups()
1211 {
1212   got_power = NONE_POWER;
1213   size = SMALL;
1214   base.height = 32;
1215 }
1216
1217 void
1218 Player::move(const Vector& vector)
1219 {
1220   base.x = vector.x;
1221   base.y = vector.y;
1222   old_base = previous_base = base;
1223 }
1224
1225 void
1226 Player::check_bounds(Camera* camera)
1227 {
1228   /* Keep tux in bounds: */
1229   if (base.x < 0)
1230     { // Lock Tux to the size of the level, so that he doesn't fall of
1231       // on the left side
1232       base.x = 0;
1233     }
1234
1235   /* Keep in-bounds, vertically: */
1236   if (base.y > Sector::current()->solids->get_height() * 32)
1237     {
1238       kill(KILL);
1239       return;
1240     }
1241
1242   bool adjust = false;
1243   // can happen if back scrolling is disabled
1244   if(base.x < camera->get_translation().x) {
1245     base.x = camera->get_translation().x;
1246     adjust = true;
1247   }
1248   if(base.x >= camera->get_translation().x + screen->w - base.width) {
1249     base.x = camera->get_translation().x + screen->w - base.width;
1250     adjust = true;
1251   }
1252
1253   if(adjust) {
1254     // squished now?
1255     if(collision_object_map(base)) {
1256       kill(KILL);
1257       return;
1258     }
1259   }
1260 }
1261
1262 void
1263 Player::bounce(BadGuy* badguy)
1264 {
1265   //Make sure we stopped flapping
1266   flapping = false;
1267   falling_from_flap = false;
1268   
1269   if(player_status.score_multiplier >= 5)
1270     {  // show a message
1271     char str[124];
1272 //      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
1273       if (player_status.score_multiplier == 5)
1274         sprintf(str, _("Good! x%d"), player_status.score_multiplier);
1275       else if (player_status.score_multiplier == 6)
1276         sprintf(str, _("Great! x%d"), player_status.score_multiplier);
1277       else if (player_status.score_multiplier == 7)
1278         sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
1279       else if (player_status.score_multiplier == 8)
1280         sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
1281       else if (player_status.score_multiplier == 9)
1282         sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
1283       else
1284         sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
1285     Sector::current()->add_floating_text(base, str);
1286     }
1287
1288   if (input.jump)
1289     physic.set_velocity_y(5.2);
1290   else
1291     physic.set_velocity_y(2);
1292
1293   // Move the player a little bit above the badguy to avoid collision
1294   // between badguy and player directly after the bounce has happend
1295   base.y = badguy->base.y - base.height - 2;
1296 }
1297
1298 /* EOF */
1299