fix mriceblock grabbing
[supertux.git] / src / object / player.cpp
index 11a6ae2..14c20e3 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
-//  SuperTux -  A Jump'n Run
-//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 #include <iostream>
 #include <cassert>
 
-#include "app/globals.h"
-#include "app/gettext.h"
-#include "player.h"
-#include "defines.h"
-#include "scene.h"
-#include "tile.h"
-#include "special/sprite.h"
-#include "sector.h"
-#include "resources.h"
-#include "video/screen.h"
-#include "statistics.h"
-#include "gameloop.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/gameobjs.h"
-#include "trigger/trigger_base.h"
+#include "gettext.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "player.hpp"
+#include "tile.hpp"
+#include "sprite/sprite.hpp"
+#include "sector.hpp"
+#include "resources.hpp"
+#include "statistics.hpp"
+#include "game_session.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/particles.hpp"
+#include "object/portable.hpp"
+#include "object/bullet.hpp"
+#include "trigger/trigger_base.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "main.hpp"
+#include "platform.hpp"
+#include "badguy/badguy.hpp"
+#include "player_status.hpp"
+#include "log.hpp"
+#include "falling_coin.hpp"
+#include "random_generator.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -53,48 +62,19 @@ static const float MAX_WALK_XM = 230;
 static const float MAX_RUN_XM = 320;
 static const float WALK_SPEED = 100;
 
+static const float KICK_TIME = .3;
+
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
 Surface* growingtux_right[GROWING_FRAMES];
 
 Surface* tux_life = 0;
 
-Sprite* smalltux_gameover = 0;
-Sprite* smalltux_star = 0;
-Sprite* bigtux_star = 0;
-
 TuxBodyParts* small_tux = 0;
 TuxBodyParts* big_tux = 0;
 TuxBodyParts* fire_tux = 0;
 TuxBodyParts* ice_tux = 0;
 
-PlayerKeymap keymap;
-
-PlayerKeymap::PlayerKeymap()
-{
-  keymap.up    = SDLK_UP;
-  keymap.down  = SDLK_DOWN;
-  keymap.left  = SDLK_LEFT;
-  keymap.right = SDLK_RIGHT;
-
-  keymap.power = SDLK_LCTRL;
-  keymap.jump  = SDLK_SPACE;
-}
-
-void player_input_init(player_input_type* pplayer_input)
-{
-  pplayer_input->up = UP;
-  pplayer_input->old_up = UP;
-  pplayer_input->down = UP;
-  pplayer_input->fire = UP;
-  pplayer_input->left = UP;
-  pplayer_input->old_fire = UP;
-  pplayer_input->right = UP;
-  pplayer_input->jump = UP;
-  pplayer_input->old_jump = UP;
-  pplayer_input->activate = UP;
-}
-
 void
 TuxBodyParts::set_action(std::string action, int loops)
 {
@@ -109,182 +89,123 @@ TuxBodyParts::set_action(std::string action, int loops)
 }
 
 void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
-                  Uint32 drawing_effect)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
 {
   if(head != NULL)
-    head->draw(context, pos, layer-1, drawing_effect);
+    head->draw(context, pos, layer-1);
   if(body != NULL)
-    body->draw(context, pos, layer-3, drawing_effect);
+    body->draw(context, pos, layer-3);
   if(arms != NULL)
-    arms->draw(context, pos, layer,   drawing_effect);
+    arms->draw(context, pos, layer+10);
   if(feet != NULL)
-    feet->draw(context, pos, layer-2, drawing_effect);
+    feet->draw(context, pos, layer-2);
 }
 
-Player::Player()
+Player::Player(PlayerStatus* _player_status)
+  : player_status(_player_status), grabbed_object(NULL)
 {
+  controller = main_controller;
+  smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
+  smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
+  bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
+
+  sound_manager->preload("sounds/bigjump.wav");
+  sound_manager->preload("sounds/jump.wav");
+  sound_manager->preload("sounds/hurt.wav");
+  sound_manager->preload("sounds/skid.wav");
+
   init();
 }
 
 Player::~Player()
 {
+  delete smalltux_gameover;
+  delete smalltux_star;
+  delete bigtux_star;
 }
 
 void
 Player::init()
 {
-  holding_something = false;
-
-  bbox.set_size(31.8, 31.8);
-
-  size = SMALL;
-  got_power = NONE_POWER;
+  if(is_big())
+    bbox.set_size(31.8, 62.8);
+  else
+    bbox.set_size(31.8, 30.8);
+  adjust_height = 0;
 
   dir = RIGHT;
   old_dir = dir;
   duck = false;
   dead = false;
 
-  dying   = DYING_NOT;
+  dying = false;
   last_ground_y = 0;
   fall_mode = ON_GROUND;
   jumping = false;
-  flapping = false;
   can_jump = true;
-  can_flap = false;
-  falling_from_flap = false;
-  enable_hover = false;
   butt_jump = false;
+  deactivated = false;
+  backflipping = false;
+  backflip_direction = 0;
+  visible = true;
   
-  flapping_velocity = 0;
-
-  // temporary to help player's choosing a flapping
-  flapping_mode = MAREK_FLAP;
-
-  // Ricardo's flapping
-  flaps_nb = 0;
-
   on_ground_flag = false;
+  grabbed_object = NULL;
 
-  player_input_init(&input);
+  floor_normal = Vector(0,-1);
 
   physic.reset();
 }
 
-int
-Player::key_event(SDLKey key, int state)
+void
+Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  idle_timer.start(IDLE_TIME, true);
-
-  if(key == keymap.right)
-    {
-      input.right = state;
-      return true;
-    }
-  else if(key == keymap.left)
-    {
-      input.left = state;
-      return true;
-    }
-  else if(key == keymap.up)
-    {
-      if(state == UP)
-        input.old_up = UP;
-      input.up = state;
-      /* Up key also opens activates stuff */
-      input.activate = state;
-      return true;
-    }
-  else if(key == keymap.down)
-    {
-      input.down = state;
-      return true;
-    }
-  else if(key == keymap.power)
-    {
-      if (state == UP)
-        input.old_fire = UP;
-      input.fire = state;
-
-      return true;
-    }
-  else if(key == keymap.jump)
-    {
-      if (state == UP)
-        input.old_jump = UP;
-      input.jump = state;
-      return true;
-    }
-  else
-    return false;
+  Scripting::Player* interface = static_cast<Scripting::Player*> (this);
+  Scripting::expose_object(vm, table_idx, interface, "Tux", false);
 }
 
 void
-Player::level_begin()
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  move(Vector(100, 170));
-  duck = false;
-
-  dying = DYING_NOT;
-
-  player_input_init(&input);
-
-  on_ground_flag = false;
-
-  physic.reset();
+  Scripting::unexpose_object(vm, table_idx, "Tux");
 }
 
-PlayerStatus&
-Player::get_status()
+void
+Player::set_controller(Controller* controller)
 {
-  return player_status;
+  this->controller = controller;
 }
 
 void
-Player::action(float elapsed_time)
+Player::update(float elapsed_time)
 {
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
-  if (input.fire == UP)
-    holding_something = false;
+  if(adjust_height != 0) {
+    bbox.move(Vector(0, bbox.get_height() - adjust_height));
+    bbox.set_height(adjust_height);
+    adjust_height = 0;
+  }
 
-  if(dying == DYING_NOT)
+  if(!dying && !deactivated)
     handle_input();
 
   movement = physic.get_movement(elapsed_time);
 
-#if 0
-      // special exception for cases where we're stuck under tiles after
-      // being ducked. In this case we drift out
-      if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
-         && collision_object_map(base))
-        {
-          base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
-          previous_base = old_base = base;
-        }
-
-      /* Reset score multiplier (for multi-hits): */
-      if (!invincible_timer.started())
-            {
-            if(player_status.score_multiplier > player_status.max_score_multiplier)
-              {
-              player_status.max_score_multiplier = player_status.score_multiplier;
-
-              // show a message
-              char str[124];
-              sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
-              Sector::current()->add_floating_text(base, str);
-              }
-            player_status.score_multiplier = 1;
-            }
-        }
-
-    }
-#endif
+  if(grabbed_object != NULL && !dying) {
+    Vector pos = get_pos() + 
+      Vector(dir == LEFT ? -16 : 16,
+             bbox.get_height()*0.66666 - 32);
+    grabbed_object->grab(*this, pos, dir);
+  }
+  
+  if(grabbed_object != NULL && dying){
+    grabbed_object->ungrab(*this, dir);
+    grabbed_object = NULL;
+  }
 
   on_ground_flag = false;
 }
@@ -295,6 +216,15 @@ Player::on_ground()
   return on_ground_flag;
 }
 
+bool
+Player::is_big()
+{
+  if(player_status->bonus == NO_BONUS)
+    return false;
+
+  return true;
+}
+
 void
 Player::handle_horizontal_input()
 {
@@ -304,36 +234,39 @@ Player::handle_horizontal_input()
   float ay = physic.get_acceleration_y();
 
   float dirsign = 0;
-  if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+  if(!duck || physic.get_velocity_y() != 0) {
+    if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = LEFT;
       dirsign = -1;
-  } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+    } else if(!controller->hold(Controller::LEFT)
+              && controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = RIGHT;
       dirsign = 1;
+    }
   }
 
-  if (input.fire == UP) {
-      ax = dirsign * WALK_ACCELERATION_X;
-      // limit speed
-      if(vx >= MAX_WALK_XM && dirsign > 0) {
-        vx = MAX_WALK_XM;
-        ax = 0;
-      } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
-        vx = -MAX_WALK_XM;
-        ax = 0;
-      }
+  if (!controller->hold(Controller::ACTION)) {
+    ax = dirsign * WALK_ACCELERATION_X;
+    // limit speed
+    if(vx >= MAX_WALK_XM && dirsign > 0) {
+      vx = MAX_WALK_XM;
+      ax = 0;
+    } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
+      vx = -MAX_WALK_XM;
+      ax = 0;
+    }
   } else {
-      ax = dirsign * RUN_ACCELERATION_X;
-      // limit speed
-      if(vx >= MAX_RUN_XM && dirsign > 0) {
-        vx = MAX_RUN_XM;
-        ax = 0;
-      } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
-        vx = -MAX_RUN_XM;
-        ax = 0;
-      }
+    ax = dirsign * RUN_ACCELERATION_X;
+    // limit speed
+    if(vx >= MAX_RUN_XM && dirsign > 0) {
+      vx = MAX_RUN_XM;
+      ax = 0;
+    } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
+      vx = -MAX_RUN_XM;
+      ax = 0;
+    }
   }
 
   // we can reach WALK_SPEED without any acceleration
@@ -342,40 +275,35 @@ Player::handle_horizontal_input()
   }
 
   // changing directions?
-  if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
-    {
-      // let's skid!
-      if(fabs(vx)>SKID_XM && !skidding_timer.started())
-        {
-          skidding_timer.start(SKID_TIME);
-          SoundManager::get()->play_sound(IDToSound(SND_SKID));
-          // dust some partcles
-          Sector::current()->add_object(
-              new Particles(
-                Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
-                bbox.p2.y),
-              dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
-              Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
-              LAYER_OBJECTS+1));
-
-          ax *= 2.5;
-        }
-      else
-        {
-          ax *= 2;
-        }
+  if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
+    // let's skid!
+    if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
+      skidding_timer.start(SKID_TIME);
+      sound_manager->play("sounds/skid.wav");
+      // dust some particles
+      Sector::current()->add_object(
+        new Particles(
+          Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
+          dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
+          Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
+          LAYER_OBJECTS+1));
+      
+      ax *= 2.5;
+    } else {
+      ax *= 2;
     }
+  }
 
   // we get slower when not pressing any keys
   if(dirsign == 0) {
-      if(fabs(vx) < WALK_SPEED) {
-          vx = 0;
-          ax = 0;
-      } else if(vx < 0) {
-          ax = WALK_ACCELERATION_X * 1.5;
-      } else {
-          ax = WALK_ACCELERATION_X * -1.5;
-      }
+    if(fabs(vx) < WALK_SPEED) {
+      vx = 0;
+      ax = 0;
+    } else if(vx < 0) {
+      ax = WALK_ACCELERATION_X * 1.5;
+    } else {
+      ax = WALK_ACCELERATION_X * -1.5;
+    }
   }
 
 #if 0
@@ -396,11 +324,21 @@ Player::handle_horizontal_input()
   // extend/shrink tux collision rectangle so that we fall through/walk over 1
   // tile holes
   if(fabsf(vx) > MAX_WALK_XM) {
-    bbox.set_width(33);
+    bbox.set_width(34);
   } else {
     bbox.set_width(31.8);
   }
 
+  // on downward slopes, adjust vertical velocity to match slope angle
+  if (on_ground()) {
+    if (floor_normal.y != 0) {
+      if ((floor_normal.x * vx) > 0) {
+        // we overdo it a little, just to be on the safe side
+        vy = vx * (floor_normal.x / floor_normal.y) * 2;
+      }
+    }
+  }
+
   physic.set_velocity(vx, vy);
   physic.set_acceleration(ax, ay);
 }
@@ -421,209 +359,91 @@ Player::handle_vertical_input()
 
   if(on_ground()) { /* Make sure jumping is off. */
     jumping = false;
-    flapping = false;
-    falling_from_flap = false;
-    if (flapping_timer.started()) {
-      flapping_timer.start(0);
+    if (backflipping) {
+      backflipping = false;
+      backflip_direction = 0;
     }
-
-    physic.set_acceleration_y(0); //for flapping
   }
 
   // Press jump key
-  if(input.jump == DOWN && can_jump && on_ground())
-    {
-      if(duck) { // only jump a little bit when in duck mode {
+  if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
+    if (duck) { 
+      if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
         physic.set_velocity_y(300);
-      } else {
-        // jump higher if we are running
-        if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
-          physic.set_velocity_y(580);
-        else
-          physic.set_velocity_y(520);
+      else { //do a backflip
+        backflipping = true;
+        physic.set_velocity_y(580);
+        backflip_timer.start(0.15);
       }
-
-      //bbox.move(Vector(0, -1));
-      jumping = true;
-      flapping = false;
-      can_jump = false;
-      can_flap = false;
-      flaps_nb = 0; // Ricardo's flapping
-      if (size == SMALL)
-        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
-      else
-        SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
-    }
-  // Let go of jump key
-  else if(input.jump == UP)
-    {
-      if (!flapping && !duck && !falling_from_flap && !on_ground())
-         {
-            can_flap = true;
-         }
-      if (jumping && physic.get_velocity_y() > 0)
-         {
-            jumping = false;
-            physic.set_velocity_y(0);
-         }
-    }
-
- // temporary to help player's choosing a flapping
- if(flapping_mode == RICARDO_FLAP)
-   {
-   // Flapping, Ricardo's version
-   // similar to SM3 Fox
-   if(input.jump == DOWN && input.old_jump == UP && can_flap &&
-     flaps_nb < 3)
-     {
-       physic.set_velocity_y(350);
-       physic.set_velocity_x(physic.get_velocity_x() * 35);
-       flaps_nb++;
-     }
-   }
-  else if(flapping_mode == MAREK_FLAP)
-   {
-   // Flapping, Marek's version
-   if (input.jump == DOWN && can_flap)
-     {
-         if (!flapping_timer.started())
-            {
-               flapping_timer.start(TUX_FLAPPING_TIME);
-               flapping_velocity = physic.get_velocity_x();
-            }
-         if (flapping_timer.check()) 
-            {
-               can_flap = false;
-               falling_from_flap = true;
-            }
-         jumping = true;
-         flapping = true;
-         if (!flapping_timer.check()) {
-           float cv = flapping_velocity * sqrt(
-               TUX_FLAPPING_TIME - flapping_timer.get_timegone() 
-               / TUX_FLAPPING_TIME);
-
-           //Handle change of direction while flapping
-           if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
-             cv *= (-1);
-           }
-           physic.set_velocity_x(cv);
-           physic.set_velocity_y(
-               flapping_timer.get_timegone()/.850);
-         }
-     }
-   }
-  else if(flapping_mode == RYAN_FLAP)
-   {
-   // Flapping, Ryan's version
-   if (input.jump == DOWN && can_flap)
-     {
-         if (!flapping_timer.started())
-            {
-               flapping_timer.start(TUX_FLAPPING_TIME);
-            }
-         if (flapping_timer.check()) 
-            {
-               can_flap = false;
-               falling_from_flap = true;
-            }
-         jumping = true;
-         flapping = true;
-         if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
-                && physic.get_velocity_y() < 0)
-            {
-               float gravity = Sector::current()->gravity;
-               (void)gravity;
-               float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
-
-               // XXX: magic numbers. should be a percent of gravity
-               //      gravity is (by default) -0.1f
-               physic.set_acceleration_y(12 + 1*xr);
-
-#if 0
-               // To slow down x-vel when flapping (not working)
-               if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
-               {
-                   if (physic.get_velocity_x() < 0)
-                       physic.set_acceleration_x(1.0f);
-                   else if (physic.get_velocity_x() > 0)
-                       physic.set_acceleration_x(-1.0f);
-               }
-#endif
-            }
-     }
+    }
+    else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
+      physic.set_velocity_y(580);
     else
-     {
-        physic.set_acceleration_y(0);
-     }
-   }
-
-   // Hover
-   //(disabled by default, use cheat code "hover" to toggle on/off)
-   //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
-   if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
-      {
-         physic.set_velocity_y(-100);
-      }
-
-#if 0
-   /* In case the player has pressed Down while in a certain range of air,
-      enable butt jump action */
-  if (input.down == DOWN && !butt_jump && !duck)
-    if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
-      butt_jump = true;
-#endif
+      physic.set_velocity_y(520);
+    
+    //bbox.move(Vector(0, -1));
+    jumping = true;
+    can_jump = false;
+    if (is_big())
+      sound_manager->play("sounds/bigjump.wav");
+    else
+      sound_manager->play("sounds/jump.wav");
+  } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
+    if (!backflipping && jumping && physic.get_velocity_y() > 0) {
+      jumping = false;
+      physic.set_velocity_y(0);
+    }
+  }
 
-   /* When Down is not held anymore, disable butt jump */
-  if(butt_jump && input.down == UP)
+  /* In case the player has pressed Down while in a certain range of air,
+     enable butt jump action */
+  if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
+    //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+    butt_jump = true;
+  
+  /* When Down is not held anymore, disable butt jump */
+  if(butt_jump && !controller->hold(Controller::DOWN))
     butt_jump = false;
-
+  
+#if 0
   // Do butt jump
-  if (butt_jump && on_ground() && size == BIG)
-  {
+  if (butt_jump && on_ground() && is_big()) {
     // Add a smoke cloud
     if (duck) 
       Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
     else 
       Sector::current()->add_smoke_cloud(
-          Vector(get_pos().x - 32, get_pos().y + 32));
+        Vector(get_pos().x - 32, get_pos().y + 32));
     
     butt_jump = false;
-
-#if 0
+    
     // Break bricks beneath Tux
     if(Sector::current()->trybreakbrick(
-          Vector(base.x + 1, base.y + base.height), false)
-        || Sector::current()->trybreakbrick(
-           Vector(base.x + base.width - 1, base.y + base.height), false))
-    {
+         Vector(base.x + 1, base.y + base.height), false)
+       || Sector::current()->trybreakbrick(
+         Vector(base.x + base.width - 1, base.y + base.height), false)) {
       physic.set_velocity_y(2);
       butt_jump = true;
     }
-#endif
-
-#if 0
+    
     // Kill nearby badguys
     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
          i != gameobjects.end();
-         i++)
-    {
+         i++) {
       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      if(badguy)
-      {
+      if(badguy) {
         // don't kill when badguys are already dying or in a certain mode
         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
-           badguy->mode != BadGuy::BOMB_EXPLODE)
-          {
-            if (fabsf(base.x - badguy->base.x) < 96 &&
-                fabsf(base.y - badguy->base.y) < 64)
-              badguy->kill_me(25);
-          }
+           badguy->mode != BadGuy::BOMB_EXPLODE) {
+          if (fabsf(base.x - badguy->base.x) < 96 &&
+              fabsf(base.y - badguy->base.y) < 64)
+            badguy->kill_me(25);
+        }
       }
     }
-#endif
   }
+#endif
 
   /** jumping is only allowed if we're about to touch ground soon and if the
    * button has been up in between the last jump
@@ -637,101 +457,183 @@ Player::handle_vertical_input()
           get_pos().y + bbox.get_height() + 64))
        && jumping  == false
        && can_jump == false
-       && input.jump == DOWN
-       && input.old_jump == UP)
+       && input.jump && !input.old_jump)
     {
       can_jump = true;
     }
 #endif
-
-  input.old_jump = input.jump;
 }
 
 void
 Player::handle_input()
 {
+  if(!controller->hold(Controller::ACTION) && grabbed_object) {
+    // move the grabbed object a bit away from tux
+    Vector pos = get_pos() + 
+        Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
+                bbox.get_height()*0.66666 - 32);
+    Rect dest(pos, pos + Vector(32, 32));
+    if(Sector::current()->is_free_space(dest)) {
+      MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+      if(moving_object) {
+        moving_object->set_pos(pos);
+      } else {
+        log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+      }
+      grabbed_object->ungrab(*this, dir);
+      grabbed_object = NULL;
+    }
+  }
   /* Handle horizontal movement: */
-  handle_horizontal_input();
+  if (!backflipping) handle_horizontal_input();
+  else {
+    if (backflip_direction == 0) {
+      dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
+    }
+    else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping 
+    if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
+  }
+
 
   /* Jump/jumping? */
-  if (on_ground() && input.jump == UP)
+  if (on_ground() && !controller->hold(Controller::JUMP))
     can_jump = true;
   handle_vertical_input();
 
   /* Shoot! */
-  if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) {
+  if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
     if(Sector::current()->add_bullet(
-          get_pos() + Vector(0, bbox.get_height()/2),
-          physic.get_velocity_x(), dir))
+         get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) 
+                      : Vector(32, bbox.get_height()/2)),
+         physic.get_velocity_x(), dir))
       shooting_timer.start(SHOOTING_TIME);
-    input.old_fire = DOWN;
   }
-
+  
   /* Duck! */
-  if (input.down == DOWN && size == BIG && !duck 
-      && physic.get_velocity_y() == 0 && on_ground())
-    {
-      duck = true;
-      bbox.move(Vector(0, 32));
-      bbox.set_height(31.8);
-    }
-  else if(input.down == UP && size == BIG && duck)
+  if (controller->hold(Controller::DOWN) && is_big() && !duck 
+      && physic.get_velocity_y() == 0 && on_ground()) {
+    duck = true;
+    bbox.move(Vector(0, 32));
+    bbox.set_height(31.8);
+  } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
+    // if we have some velocity left then check if there is space for
+    // unducking
+    bbox.move(Vector(0, -32));
+    bbox.set_height(63.8);
+    if(Sector::current()->is_free_space(bbox) || (
+        physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01
+        && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01))
     {
-      // try if we can really unduck
-      bbox.move(Vector(0, -32));
-      bbox.set_height(63.8);
       duck = false;
-      // FIXME
-#if 0
-      // when unducking in air we need some space to do so
-      if(on_ground() || !collision_object_map(bbox)) {
-        duck = false;
-      } else {
-        // undo the ducking changes
-        bbox.move(Vector(0, 32));
-        bbox.set_height(31.8);
-      }
-#endif
+    } else {
+      // undo the ducking changes
+      bbox.move(Vector(0, 32));
+      bbox.set_height(31.8); 
     }
+  }
+}
+
+void
+Player::add_coins(int count)
+{
+  player_status->add_coins(count);
 }
 
 void
-Player::grow(bool animate)
+Player::add_bonus(const std::string& bonustype)
 {
-  if(size == BIG)
+  if(bonustype == "grow") {
+    add_bonus(GROWUP_BONUS);
+  } else if(bonustype == "fireflower") {
+    add_bonus(FIRE_BONUS);
+  } else if(bonustype == "iceflower") {
+    add_bonus(ICE_BONUS);
+  } else if(bonustype == "none") {
+    add_bonus(NO_BONUS);
+  } else {
+    std::ostringstream msg;
+    msg << "Unknown bonus type "  << bonustype;
+    throw std::runtime_error(msg.str());
+  }
+}
+
+void
+Player::add_bonus(BonusType type, bool animate)
+{
+  // always ignore NO_BONUS
+  if (type == NO_BONUS) {
     return;
-  
-  size = BIG;
-  bbox.set_height(63.8);
-  bbox.move(Vector(0, -32));
+  }
+
+  // ignore GROWUP_BONUS if we're already big
+  if (type == GROWUP_BONUS) {
+    if (player_status->bonus == GROWUP_BONUS) return; 
+    if (player_status->bonus == FIRE_BONUS) return;
+    if (player_status->bonus == ICE_BONUS) return;
+  }
 
-  if(animate)
-    growing_timer.start(GROWING_TIME);
+  set_bonus(type, animate);
 }
 
 void
-Player::grabdistros()
+Player::set_bonus(BonusType type, bool animate)
 {
+  if(player_status->bonus == NO_BONUS) {
+    adjust_height = 62.8;
+    if(animate)
+      growing_timer.start(GROWING_TIME);
+  }
+
+  if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+    player_status->max_fire_bullets = 0;
+    player_status->max_ice_bullets = 0;
+  }
+  if (type == FIRE_BONUS) player_status->max_fire_bullets++;
+  if (type == ICE_BONUS) player_status->max_ice_bullets++;
+
+  player_status->bonus = type;
+}
+
+void
+Player::set_visible(bool visible)
+{
+  this->visible = visible;
+}
+
+bool
+Player::get_visible()
+{
+  return visible;
+}
+
+void
+Player::kick()
+{
+  kick_timer.start(KICK_TIME);
 }
 
 void
 Player::draw(DrawingContext& context)
 {
+  if(!visible)
+    return;
+
   TuxBodyParts* tux_body;
           
-  if (size == SMALL)
-    tux_body = small_tux;
-  else if (got_power == FIRE_POWER)
+  if (player_status->bonus == GROWUP_BONUS)
+    tux_body = big_tux;
+  else if (player_status->bonus == FIRE_BONUS)
     tux_body = fire_tux;
-  else if (got_power == ICE_POWER)
+  else if (player_status->bonus == ICE_BONUS)
     tux_body = ice_tux;
   else
-    tux_body = big_tux;
+    tux_body = small_tux;
 
-  int layer = LAYER_OBJECTS + 10;
+  int layer = LAYER_OBJECTS + 1;
 
   /* Set Tux sprite action */
-  if (duck && size == BIG)
+  if (duck && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("duck-left");
@@ -752,14 +654,14 @@ Player::draw(DrawingContext& context)
     else // dir == RIGHT
       tux_body->set_action("kick-right");
     }
-  else if (butt_jump && size == BIG)
+  else if (butt_jump && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("buttjump-left");
     else // dir == RIGHT
       tux_body->set_action("buttjump-right");
     }
-  else if (physic.get_velocity_y() != 0)
+  else if (!on_ground())
     {
     if(dir == LEFT)
       tux_body->set_action("jump-left");
@@ -786,7 +688,7 @@ Player::draw(DrawingContext& context)
 
   if(idle_timer.check())
     {
-    if(size == BIG)
+    if(is_big())
       {
       if(dir == LEFT)
         tux_body->head->set_action("idle-left", 1);
@@ -797,7 +699,7 @@ Player::draw(DrawingContext& context)
     }
 
   // Tux is holding something
-  if ((holding_something && physic.get_velocity_y() == 0) ||
+  if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
       (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
     {
     if (duck)
@@ -817,34 +719,18 @@ Player::draw(DrawingContext& context)
     }
 
   /* Draw Tux */
-  if (dying == DYING_SQUISHED) {
-    smalltux_gameover->draw(context, get_pos(), LAYER_FOREGROUNDTILES+1);
+  if(dying) {
+    smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
   } else if(growing_timer.get_timeleft() > 0) {
-    if(size == SMALL)
-      {
-      if (dir == RIGHT)
-        context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
-                 int((growing_timer.get_timegone() *
-                 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
-      else
-        context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
-                int((growing_timer.get_timegone() *
-                GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
-      }
-    else
-      {
-      if (dir == RIGHT)
-        context.draw_surface(growingtux_right[
-            int((growing_timer.get_timegone() *
-                GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
-      else
-        context.draw_surface(growingtux_left[
-            int((growing_timer.get_timegone() *
-                             GROWING_FRAMES) / GROWING_TIME)],
-            get_pos(), layer);
+      if (dir == RIGHT) {
+        context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
+                 GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+      } else {
+        context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
+                GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
       }
     }
-  else if (safe_timer.started() && size_t(global_time*40)%2)
+  else if (safe_timer.started() && size_t(game_time*40)%2)
     ;  // don't draw Tux
   else
     tux_body->draw(context, get_pos(), layer);
@@ -852,44 +738,127 @@ Player::draw(DrawingContext& context)
   // Draw blinking star overlay
   if (invincible_timer.started() &&
      (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
-      || size_t(global_time*20)%2)
+      || size_t(game_time*20)%2)
      && !dying)
   {
-    if (size == SMALL || duck)
+    if (!is_big() || duck)
       smalltux_star->draw(context, get_pos(), layer + 5);
     else
       bigtux_star->draw(context, get_pos(), layer + 5);
-  }
-  if (debug_mode)
-    context.draw_filled_rect(get_pos(),
-        Vector(bbox.get_width(), bbox.get_height()),
-        Color(75,75,75, 150), LAYER_OBJECTS+20);
+  } 
+}
+
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+  if(tile_attributes & Tile::HURTS)
+    kill(false);
 }
 
 HitResponse
 Player::collision(GameObject& other, const CollisionHit& hit)
 {
+  Bullet* bullet = dynamic_cast<Bullet*> (&other);
+  if(bullet) {
+    return FORCE_MOVE;
+  }
+
+  if(other.get_flags() & FLAG_PORTABLE) {
+    Portable* portable = dynamic_cast<Portable*> (&other);
+    assert(portable != NULL);
+    if(portable && grabbed_object == NULL
+        && controller->hold(Controller::ACTION)
+        && fabsf(hit.normal.x) > .9) {
+      grabbed_object = portable;
+      grabbed_object->grab(*this, get_pos(), dir);
+      return CONTINUE;
+    }
+  }
   if(other.get_flags() & FLAG_SOLID) {
+    /*
+    printf("Col %p: HN: %3.1f %3.1f D %.1f P: %3.1f %3.1f M: %3.1f %3.1f\n",
+        &other,
+        hit.normal.x, hit.normal.y, hit.depth,
+        get_pos().x, get_pos().y,
+        movement.x, movement.y);
+    */
+    
     if(hit.normal.y < 0) { // landed on floor?
-      if (physic.get_velocity_y() < 0)
+      if(physic.get_velocity_y() < 0)
         physic.set_velocity_y(0);
+
       on_ground_flag = true;
+
+      // remember normal of this tile
+      if (hit.normal.y > -0.9) {
+        floor_normal.x = hit.normal.x;
+        floor_normal.y = hit.normal.y;
+      } else {
+        // slowly adjust to unisolid tiles. 
+        // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles
+        floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1);
+        floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
+      }
+
+      // hack platforms so that we stand normally on them when going down...
+      Platform* platform = dynamic_cast<Platform*> (&other);
+      if(platform != NULL) {
+        if(platform->get_speed().y > 0)
+          physic.set_velocity_y(-platform->get_speed().y);
+        //physic.set_velocity_x(platform->get_speed().x);
+      }
     } else if(hit.normal.y > 0) { // bumped against the roof
       physic.set_velocity_y(.1);
+
+      // hack platform so that we are not glued to it from below
+      Platform* platform = dynamic_cast<Platform*> (&other);
+      if(platform != NULL) {
+        physic.set_velocity_y(-platform->get_speed().y);
+      }      
     }
     
     if(fabsf(hit.normal.x) > .9) { // hit on the side?
       physic.set_velocity_x(0);
     }
 
+    MovingObject* omov = dynamic_cast<MovingObject*> (&other);
+    if(omov != NULL) {
+      Vector mov = movement - omov->get_movement();
+      /*
+      printf("W %p - HITN: %3.1f %3.1f D:%3.1f TM: %3.1f %3.1f TD: %3.1f %3.1f PM: %3.2f %3.1f\n",
+          omov,
+          hit.normal.x, hit.normal.y,
+          hit.depth,
+          movement.x, movement.y,
+          dest.p1.x, dest.p1.y,
+          omov->get_movement().x, omov->get_movement().y);
+      */
+    }
+    
     return CONTINUE;
   }
 
-  TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
-  if(trigger) {
-    if(input.up == DOWN && input.old_up == UP)
-      trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+#ifdef DEBUG
+  assert(dynamic_cast<MovingObject*> (&other) != NULL);
+#endif
+  MovingObject* moving_object = static_cast<MovingObject*> (&other); 
+  if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
+    TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
+    if(trigger) {
+      if(controller->pressed(Controller::UP))
+        trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+    }
+
+    return FORCE_MOVE;
+  }
+
+  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+  if(badguy != NULL) {
+    if(safe_timer.started())
+      return FORCE_MOVE;
+
+    return CONTINUE;
   }
 
   return FORCE_MOVE;
@@ -898,84 +867,91 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 void
 Player::make_invincible()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+  sound_manager->play("sounds/invincible.wav");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
   Sector::current()->play_music(HERRING_MUSIC);               
 }
 
 /* Kill Player! */
 void
-Player::kill(HurtMode mode)
+Player::kill(bool completely)
 {
-  if(dying)
+  if(dying || deactivated)
     return;
 
-  if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+  if(!completely && 
+      (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
     return;                          
   
-  SoundManager::get()->play_sound(IDToSound(SND_HURT));
+  sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
 
-  if (mode == SHRINK && size == BIG)
-    {
-      if (got_power != NONE_POWER)
-        {
-          safe_timer.start(TUX_SAFE_TIME);
-          got_power = NONE_POWER;
-        }
-      else
-        {
-          growing_timer.start(GROWING_TIME);
-          safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
-          size = SMALL;
-          bbox.set_height(31.8);
-          duck = false;
-        }
+  if(!completely && is_big()) {
+    if(player_status->bonus == FIRE_BONUS
+        || player_status->bonus == ICE_BONUS) {
+      safe_timer.start(TUX_SAFE_TIME);
+      set_bonus(GROWUP_BONUS);
+    } else {
+      //growing_timer.start(GROWING_TIME);
+      safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+      adjust_height = 30.8;
+      duck = false;
+      set_bonus(NO_BONUS);
     }
-  else
+  } else {
+    for (int i = 0; (i < 5) && (i < player_status->coins); i++)
     {
-      physic.enable_gravity(true);
-      physic.set_acceleration(0, 0);
-      physic.set_velocity(0, 700);
-      --player_status.lives;
-      dying = DYING_SQUISHED;
-      dying_timer.start(3.0);
-      flags |= FLAG_NO_COLLDET;
-    }
-}
-
-/* Remove Tux's power ups */
-void
-Player::remove_powerups()
-{
-  got_power = NONE_POWER;
-  size = SMALL;
-  bbox.set_height(31.8);
+      // the numbers: starting x, starting y, velocity y
+      Sector::current()->add_object(new FallingCoin(get_pos() + 
+            Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), 
+            systemRandom.rand(-100,100)));
+    }
+    physic.enable_gravity(true);
+    physic.set_acceleration(0, 0);
+    physic.set_velocity(0, 700);
+    player_status->coins -= 25;
+    set_bonus(NO_BONUS);
+    dying = true;
+    dying_timer.start(3.0);
+    set_group(COLGROUP_DISABLED);
+
+    DisplayEffect* effect = new DisplayEffect();
+    effect->fade_out(3.0);
+    Sector::current()->add_object(effect);
+    sound_manager->stop_music(3.0);
+  }
 }
 
 void
 Player::move(const Vector& vector)
 {
   bbox.set_pos(vector);
+  if(is_big())
+    bbox.set_size(31.8, 63.8);
+  else
+    bbox.set_size(31.8, 31.8);
+  duck = false;
+  last_ground_y = vector.y;
+
+  physic.reset();
 }
 
 void
 Player::check_bounds(Camera* camera)
 {
   /* Keep tux in bounds: */
-  if (get_pos().x < 0)
-    // Lock Tux to the size of the level, so that he doesn't fall of
-      // on the left side
-      bbox.set_pos(Vector(0, get_pos().y));
-    }
+  if (get_pos().x < 0) {
+    // Lock Tux to the size of the level, so that he doesn't fall of
+    // on the left side
+    bbox.set_pos(Vector(0, get_pos().y));
+  }
 
   /* Keep in-bounds, vertically: */
-  if (get_pos().y > Sector::current()->solids->get_height() * 32)
-    {
-      kill(KILL);
-      return;
-    }
+  if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+    kill(true);
+    return;
+  }
 
   bool adjust = false;
   // can happen if back scrolling is disabled
@@ -983,10 +959,10 @@ Player::check_bounds(Camera* camera)
     bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
     adjust = true;
   }
-  if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width())
+  if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
     bbox.set_pos(Vector(
-          camera->get_translation().x + screen->w - bbox.get_width(),
+          camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
           get_pos().y));
     adjust = true;
   }
@@ -1004,15 +980,40 @@ Player::check_bounds(Camera* camera)
 }
 
 void
+Player::add_velocity(const Vector& velocity)
+{
+  physic.set_velocity(physic.get_velocity() + velocity);
+}
+
+void
 Player::bounce(BadGuy& )
 {
-  //Make sure we stopped flapping
-  flapping = false;
-  falling_from_flap = false;
-  
-  if (input.jump)
+  if(controller->hold(Controller::JUMP))
     physic.set_velocity_y(520);
   else
-    physic.set_velocity_y(200);
+    physic.set_velocity_y(300);
+}
+
+//Scripting Functions Below
+
+void
+Player::deactivate()
+{
+  deactivated = true;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
+  physic.set_acceleration_x(0);
+  physic.set_acceleration_y(0);
+}
+
+void
+Player::activate()
+{
+  deactivated = false;
+}
+
+void Player::walk(float speed)
+{
+  physic.set_velocity_x(speed);
 }