hopefully fixed the crash on exit, keep sectors script bundled in the sector and...
[supertux.git] / src / object / player.cpp
index 13121b5..1769811 100644 (file)
 #include "game_session.hpp"
 #include "object/tilemap.hpp"
 #include "object/camera.hpp"
-#include "object/gameobjs.hpp"
+#include "object/particles.hpp"
 #include "object/portable.hpp"
+#include "object/bullet.hpp"
 #include "trigger/trigger_base.hpp"
 #include "control/joystickkeyboardcontroller.hpp"
+#include "scripting/wrapper_util.hpp"
 #include "main.hpp"
+#include "platform.hpp"
+#include "badguy/badguy.hpp"
+#include "player_status.hpp"
+#include "msg.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -55,6 +61,8 @@ 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];
@@ -96,9 +104,10 @@ Player::Player(PlayerStatus* _player_status)
   : player_status(_player_status), grabbed_object(0)
 {
   controller = main_controller;
-  smalltux_gameover = sprite_manager->create("smalltux-gameover");
-  smalltux_star = sprite_manager->create("smalltux-star");
-  bigtux_star = sprite_manager->create("bigtux-star");
+  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");
+
   init();
 }
 
@@ -113,9 +122,10 @@ void
 Player::init()
 {
   if(is_big())
-    bbox.set_size(31.8, 63.8);
+    bbox.set_size(31.8, 62.8);
   else
-    bbox.set_size(31.8, 31.8);
+    bbox.set_size(31.8, 30.8);
+  adjust_height = 0;
 
   dir = RIGHT;
   old_dir = dir;
@@ -126,28 +136,35 @@ Player::init()
   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 = NO_FLAP;
-
-  // Ricardo's flapping
-  flaps_nb = 0;
-
   on_ground_flag = false;
   grabbed_object = 0;
 
+  floor_normal = Vector(0,-1);
+
   physic.reset();
 }
 
 void
+Player::expose(HSQUIRRELVM vm, int table_idx)
+{
+  Scripting::Player* interface = static_cast<Scripting::Player*> (this);
+  expose_object(vm, table_idx, interface, "Tux", false);
+}
+
+void
+Player::unexpose(HSQUIRRELVM vm, int table_idx)
+{
+  Scripting::unexpose_object(vm, table_idx, "Tux");
+}
+
+void
 Player::set_controller(Controller* controller)
 {
   this->controller = controller;
@@ -161,27 +178,34 @@ Player::update(float elapsed_time)
     return;
   }
 
+  if(adjust_height != 0) {
+    bbox.move(Vector(0, bbox.get_height() - adjust_height));
+    bbox.set_height(adjust_height);
+    adjust_height = 0;
+  }
+
   if(!controller->hold(Controller::ACTION) && grabbed_object) {
-    grabbed_object = 0;
     // move the grabbed object a bit away from tux
     Vector pos = get_pos() + 
-        Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
+        Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
                 bbox.get_height()*0.66666 - 32);
-    MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
-    if(object) {
-      object->set_pos(pos);
-    } else {
-#ifdef DEBUG
-      std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+    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 {
+        msg_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+      }
+      grabbed_object->ungrab(*this, dir);
+      grabbed_object = 0;
     }
   }
 
-  if(!dying)
+  if(!dying && !deactivated)
     handle_input();
 
   movement = physic.get_movement(elapsed_time);
-  on_ground_flag = false;
 
 #if 0
   // special exception for cases where we're stuck under tiles after
@@ -197,8 +221,10 @@ Player::update(float elapsed_time)
     Vector pos = get_pos() + 
       Vector(dir == LEFT ? -16 : 16,
              bbox.get_height()*0.66666 - 32);
-    grabbed_object->grab(*this, pos);
+    grabbed_object->grab(*this, pos, dir);
   }
+
+  on_ground_flag = false;
 }
 
 bool
@@ -274,10 +300,9 @@ Player::handle_horizontal_input()
       // dust some particles
       Sector::current()->add_object(
         new Particles(
-          Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
-                 bbox.p2.y),
+          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(0,0.030), 3, Color(100,100,100), 3, .8,
+          Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
           LAYER_OBJECTS+1));
       
       ax *= 2.5;
@@ -316,11 +341,21 @@ 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);
 }
@@ -341,19 +376,23 @@ 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.stop();
+    if (backflipping) {
+      backflipping = false;
+      backflip_direction = 0;
     }
-
-    physic.set_acceleration_y(0); //for flapping
   }
 
   // Press jump key
   if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
-    if (duck) // only jump a little bit when in duck mode
-      physic.set_velocity_y(300);
+    if (duck) { 
+      if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
+        physic.set_velocity_y(300);
+      else { //do a backflip
+        backflipping = true;
+        physic.set_velocity_y(580);
+        backflip_timer.start(0.15);
+      }
+    }
     else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
       physic.set_velocity_y(580);
     else
@@ -361,118 +400,17 @@ Player::handle_vertical_input()
     
     //bbox.move(Vector(0, -1));
     jumping = true;
-    flapping = false;
     can_jump = false;
-    can_flap = false;
-    flaps_nb = 0; // Ricardo's flapping
     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 (!flapping && !duck && !falling_from_flap && !on_ground()) {
-      can_flap = true;
-    }
-    if (jumping && physic.get_velocity_y() > 0) {
+    if (!backflipping && jumping && physic.get_velocity_y() > 0) {
       jumping = false;
       physic.set_velocity_y(0);
     }
   }
-#if CHOOSEFLAPSTYLE
-  // temporary to help players choosing a flapping
-  if(flapping_mode == RICARDO_FLAP) {
-    // Flapping, Ricardo's version
-    // similar to SM3 Fox
-    if(controller->pressed(Controller::JUMP) && 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) {
-#endif
-    // Flapping, Marek and Ondra's version
-    if (controller->hold(Controller::JUMP) && can_flap)
-    {
-      if (flapping_timer.check()) 
-      {
-        can_flap = false;
-        //flapping = false;
-        falling_from_flap = true;
-      }
-      else if (!flapping_timer.started())
-      {
-        flapping_timer.start(TUX_FLAPPING_TIME);
-        flapping_velocity = physic.get_velocity_x();
-      }
-      else
-      {
-        jumping = true;
-        flapping = true;
-        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);
-        }
-        else if (cv == 0) {
-          if (controller->hold(Controller::LEFT)) {
-               cv = -TUX_FLAPPING_LEAST_X;
-          }
-          else if (controller->hold(Controller::RIGHT)) {
-            cv = TUX_FLAPPING_LEAST_X;
-          }
-        }
-        physic.set_velocity_x(cv);
-        physic.set_velocity_y(flapping_timer.get_timegone()
-            * TUX_FLAPPING_STRENGTH);
-        //std::cout << "Timegone: " << flapping_timer.get_timegone() << ", Y velocity: " << physic.get_velocity_y() << "\n";
-      }
-    }
-#if CHOOSEFLAPSTYLE
-  } else if(flapping_mode == RYAN_FLAP) {
-    // Flapping, Ryan's version
-    if (controller->hold(Controller::JUMP) && 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 {
-      physic.set_acceleration_y(0);
-    }
-  }
-#endif
 
   /* In case the player has pressed Down while in a certain range of air,
      enable butt jump action */
@@ -547,7 +485,15 @@ void
 Player::handle_input()
 {
   /* 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() && !controller->hold(Controller::JUMP))
@@ -570,21 +516,20 @@ Player::handle_input()
     bbox.move(Vector(0, 32));
     bbox.set_height(31.8);
   } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
-    // try if we can really unduck
+    // if we have some velocity left then check if there is space for
+    // unducking
     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)) {
+    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))
+    {
       duck = false;
     } else {
       // undo the ducking changes
       bbox.move(Vector(0, 32));
-      bbox.set_height(31.8);
+      bbox.set_height(31.8); 
     }
-#endif
   }
 }
 
@@ -595,8 +540,7 @@ Player::set_bonus(BonusType type, bool animate)
     return;
   
   if(player_status->bonus == NO_BONUS) {
-    bbox.set_height(63.8);
-    bbox.move(Vector(0, -32));
+    adjust_height = 62.8;
     if(animate)
       growing_timer.start(GROWING_TIME);
   }
@@ -605,8 +549,29 @@ Player::set_bonus(BonusType type, bool animate)
 }
 
 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 (player_status->bonus == GROWUP_BONUS)
@@ -649,7 +614,7 @@ Player::draw(DrawingContext& context)
     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");
@@ -710,28 +675,12 @@ Player::draw(DrawingContext& context)
   if(dying) {
     smalltux_gameover->draw(context, get_pos(), layer);
   } else if(growing_timer.get_timeleft() > 0) {
-    if(!is_big())
-      {
-      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(game_time*40)%2)
@@ -752,48 +701,114 @@ Player::draw(DrawingContext& context)
   } 
 }
 
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+  if(tile_attributes & Tile::HURTS)
+    kill(SHRINK);
+}
+
 HitResponse
 Player::collision(GameObject& other, const CollisionHit& hit)
 {
-  Portable* portable = dynamic_cast<Portable*> (&other);
-  if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
-     && fabsf(hit.normal.x) > .9) {
-    grabbed_object = portable;
-    return CONTINUE;
+  Bullet* bullet = dynamic_cast<Bullet*> (&other);
+  if(bullet) {
+    return FORCE_MOVE;
   }
-  if(other.get_flags() & FLAG_SOLID) {
-    TileMap* tilemap = dynamic_cast<TileMap*> (&other);
-    if(tilemap) {
-      const TilemapCollisionHit* thit = 
-        static_cast<const TilemapCollisionHit*> (&hit);
-      printf("Tileattrs. %d\n", thit->tileflags);
-      if(thit->tileflags & Tile::SPIKE)
-        kill(SHRINK);
 
-      if(! (thit->tileflags & Tile::SOLID))
-        return CONTINUE;
+  if(other.get_flags() & FLAG_PORTABLE) {
+    Portable* portable = dynamic_cast<Portable*> (&other);
+    if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+        && fabsf(hit.normal.x) > .9) {
+      grabbed_object = portable;
+      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(controller->pressed(Controller::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;
@@ -811,11 +826,11 @@ Player::make_invincible()
 void
 Player::kill(HurtMode mode)
 {
-  if(dying)
+  if(dying || deactivated)
     return;
 
   if(mode != KILL && 
-          safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+          (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
     return;                          
   
   sound_manager->play("sounds/hurt.wav");
@@ -832,9 +847,9 @@ Player::kill(HurtMode mode)
         }
       else 
         {
-          growing_timer.start(GROWING_TIME);
-          safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
-          bbox.set_height(31.8);
+          //growing_timer.start(GROWING_TIME);
+          safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+          adjust_height = 30.8;
           duck = false;
           player_status->bonus = NO_BONUS;
         }
@@ -844,11 +859,16 @@ Player::kill(HurtMode mode)
       physic.enable_gravity(true);
       physic.set_acceleration(0, 0);
       physic.set_velocity(0, 700);
-      player_status->lives -= 1;
+      player_status->coins -= 25;
       player_status->bonus = NO_BONUS;
       dying = true;
       dying_timer.start(3.0);
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
+
+      DisplayEffect* effect = new DisplayEffect();
+      effect->fade_out(3.0);
+      Sector::current()->add_object(effect);
+      sound_manager->stop_music(3.0);
     }
 }
 
@@ -860,7 +880,6 @@ Player::move(const Vector& vector)
     bbox.set_size(31.8, 63.8);
   else
     bbox.set_size(31.8, 31.8);
-  on_ground_flag = false;
   duck = false;
   last_ground_y = vector.y;
 
@@ -911,15 +930,38 @@ 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(controller->hold(Controller::JUMP))
     physic.set_velocity_y(520);
   else
     physic.set_velocity_y(300);
 }
 
+//Scripting Functions Below
+
+void
+Player::deactivate()
+{
+  deactivated = true;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
+}
+
+void
+Player::activate()
+{
+  deactivated = false;
+}
+
+void Player::walk(float speed)
+{
+  physic.set_velocity_x(speed);
+}
+