hopefully fixed the crash on exit, keep sectors script bundled in the sector and...
[supertux.git] / src / object / player.cpp
index beaeb70..1769811 100644 (file)
 #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;
@@ -101,9 +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();
 }
 
@@ -118,9 +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;
@@ -136,14 +141,30 @@ Player::init()
   deactivated = false;
   backflipping = false;
   backflip_direction = 0;
+  visible = true;
   
   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;
@@ -157,12 +178,10 @@ Player::update(float elapsed_time)
     return;
   }
 
-  // fixes the "affected even while blinking" bug
-  if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
-    this->set_group(COLGROUP_MOVING_ONLY_STATIC);
-  }
-  else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
-    this->set_group(COLGROUP_MOVING);
+  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) {
@@ -176,9 +195,7 @@ Player::update(float elapsed_time)
       if(moving_object) {
         moving_object->set_pos(pos);
       } else {
-#ifdef DEBUG
-        std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+        msg_debug << "Non MovingObjetc grabbed?!?" << std::endl;
       }
       grabbed_object->ungrab(*this, dir);
       grabbed_object = 0;
@@ -189,7 +206,6 @@ Player::update(float elapsed_time)
     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
@@ -207,6 +223,8 @@ Player::update(float elapsed_time)
              bbox.get_height()*0.66666 - 32);
     grabbed_object->grab(*this, pos, dir);
   }
+
+  on_ground_flag = false;
 }
 
 bool
@@ -323,11 +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);
 }
@@ -512,8 +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);
   }
@@ -544,7 +571,7 @@ Player::draw(DrawingContext& context)
 {
   if(!visible)
     return;
-  
+
   TuxBodyParts* tux_body;
           
   if (player_status->bonus == GROWUP_BONUS)
@@ -587,7 +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");
@@ -648,28 +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)
@@ -715,18 +726,66 @@ Player::collision(GameObject& other, const CollisionHit& hit)
   }
  
   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)
         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;
   }
 
@@ -745,8 +804,12 @@ Player::collision(GameObject& other, const CollisionHit& hit)
   }
 
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-  if(badguy != NULL)
+  if(badguy != NULL) {
+    if(safe_timer.started())
+      return FORCE_MOVE;
+
     return CONTINUE;
+  }
 
   return FORCE_MOVE;
 }
@@ -784,9 +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;
         }
@@ -796,7 +859,7 @@ 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);
@@ -817,7 +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;
 
@@ -868,6 +930,12 @@ Player::check_bounds(Camera* camera)
 }
 
 void
+Player::add_velocity(const Vector& velocity)
+{
+  physic.set_velocity(physic.get_velocity() + velocity);
+}
+
+void
 Player::bounce(BadGuy& )
 {
   if(controller->hold(Controller::JUMP))
@@ -896,3 +964,4 @@ void Player::walk(float speed)
 {
   physic.set_velocity_x(speed);
 }
+