Replaced <c*> headers with <*.h>
[supertux.git] / src / object / player.cpp
index 63770ef..1de4610 100644 (file)
@@ -1,5 +1,3 @@
-//  $Id$
-//
 //  SuperTux
 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#include <config.h>
 
-#include <typeinfo>
-#include <cmath>
-#include <iostream>
-#include <cassert>
+#include "object/player.hpp"
 
-#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 "badguy/badguy.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "math/random_generator.hpp"
+#include "object/bullet.hpp"
 #include "object/camera.hpp"
+#include "object/display_effect.hpp"
+#include "object/falling_coin.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"
 #include "object/sprite_particle.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/main.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
 #include "trigger/climbable.hpp"
 
+#include <math.h>
+
 //#define SWIMMING
 
+namespace {
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
 static const float SHOOTING_TIME = .150f;
-/// time before idle animation starts
-static const float IDLE_TIME = 2.5f;
+
+/** number of idle stages, including standing */
+static const unsigned int IDLE_STAGE_COUNT = 5;
+/**
+ * how long to play each idle animation in milliseconds
+ * '0' means the sprite action is played once before moving onto the next
+ * animation
+ */
+static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
+/** idle stages */
+static const std::string IDLE_STAGES[] =
+{ "stand",
+  "idle",
+  "stand",
+  "idle",
+  "stand" };
 
 /** acceleration in horizontal direction when walking
  * (all accelerations are in  pixel/s^2) */
@@ -79,6 +80,12 @@ static const float MAX_CLIMB_YM = 128;
 /** instant velocity when tux starts to walk */
 static const float WALK_SPEED = 100;
 
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float ICE_FRICTION_MULTIPLIER = 0.1f;
+static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
+
 /** time of the kick (kicking mriceblock) animation */
 static const float KICK_TIME = .3f;
 /** time of tux cheering (currently unused) */
@@ -90,21 +97,66 @@ static const float UNDUCK_HURT_TIME = 0.25f;
     the apex of the jump is reached */
 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
 
-namespace{
-  bool no_water = true;
+static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
+
+bool no_water = true;
 }
 
-Player::Player(PlayerStatus* _player_status, const std::string& name)
-  : scripting_controller(0), 
-    player_status(_player_status), 
-    scripting_controller_old(0),
-    grabbed_object(NULL), ghost_mode(false), edit_mode(false), climbing(0)
+Player::Player(PlayerStatus* _player_status, const std::string& name) :
+  deactivated(),
+  controller(),
+  scripting_controller(0), 
+  player_status(_player_status), 
+  duck(),
+  dead(),
+  dying(),
+  backflipping(),
+  backflip_direction(),
+  peekingX(),
+  peekingY(),
+  swimming(),
+  speedlimit(),
+  scripting_controller_old(0),
+  jump_early_apex(),
+  on_ice(),
+  ice_this_frame(),
+  dir(),
+  old_dir(),
+  last_ground_y(),
+  fall_mode(),
+  on_ground_flag(),
+  jumping(),
+  can_jump(),
+  jump_button_timer(), 
+  wants_buttjump(),
+  does_buttjump(),
+  invincible_timer(),
+  skidding_timer(),
+  safe_timer(),
+  kick_timer(),
+  shooting_timer(),
+  dying_timer(),
+  growing(),
+  backflip_timer(),
+  physic(),
+  visible(),
+  grabbed_object(NULL), 
+  sprite(),
+  airarrow(),
+  floor_normal(),
+  ghost_mode(false), 
+  edit_mode(false), 
+  unduck_hurt_timer(),
+  idle_timer(),
+  idle_stage(0),
+  climbing(0)
 {
   this->name = name;
-  controller = main_controller;
-  scripting_controller = new CodeController();
+  controller = g_main_controller;
+  scripting_controller.reset(new CodeController());
   sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
   airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
+  idle_timer.start(IDLE_TIME[0]/1000.0f);
 
   sound_manager->preload("sounds/bigjump.wav");
   sound_manager->preload("sounds/jump.wav");
@@ -120,8 +172,6 @@ Player::Player(PlayerStatus* _player_status, const std::string& name)
 Player::~Player()
 {
   if (climbing) stop_climbing(*climbing);
-  delete sprite;
-  delete scripting_controller;
 }
 
 void
@@ -153,6 +203,8 @@ Player::init()
   backflip_direction = 0;
   visible = true;
   swimming = false;
+  on_ice = false;
+  ice_this_frame = false;
   speedlimit = 0; //no special limit
 
   on_ground_flag = false;
@@ -202,11 +254,11 @@ Player::set_controller(Controller* controller)
 void 
 Player::use_scripting_controller(bool use_or_release)
 {
-  if ((use_or_release == true) && (controller != scripting_controller)) {
+  if ((use_or_release == true) && (controller != scripting_controller.get())) {
     scripting_controller_old = get_controller();
-    set_controller(scripting_controller);
+    set_controller(scripting_controller.get());
   }
-  if ((use_or_release == false) && (controller == scripting_controller)) {
+  if ((use_or_release == false) && (controller == scripting_controller.get())) {
     set_controller(scripting_controller_old);
     scripting_controller_old = 0;
   }
@@ -332,7 +384,11 @@ Player::update(float elapsed_time)
     grabbed_object = NULL;
   }
 
+  if(!ice_this_frame && on_ground())
+    on_ice = false;
+
   on_ground_flag = false;
+  ice_this_frame = false;
 
   // when invincible, spawn particles
   if (invincible_timer.started() && !dying)
@@ -343,17 +399,13 @@ Player::update(float elapsed_time)
       Vector ppos = Vector(px, py);
       Vector pspeed = Vector(0, 0);
       Vector paccel = Vector(0, 0);
-      // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
-      if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
-        // make every other a longer sparkle to make trail a bit fuzzy
-        if (size_t(game_time*20)%2) {
-          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
-        } else {
-          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
-        }
-      } else {
-        Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
-      }
+      Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", 
+                                                       // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+                                                       (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
+                                                       // make every other a longer sparkle to make trail a bit fuzzy
+                                                       (size_t(game_time*20)%2) ? "small" : "medium"
+                                                       :
+                                                       "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
     }
   }
 
@@ -384,10 +436,13 @@ Player::apply_friction()
   if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
     physic.set_velocity_x(0);
     physic.set_acceleration_x(0);
-  } else if(physic.get_velocity_x() < 0) {
-    physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
+  } else {
+    float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
+    if(physic.get_velocity_x() < 0) {
+      physic.set_acceleration_x(friction);
     } else if(physic.get_velocity_x() > 0) {
-    physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+      physic.set_acceleration_x(-friction);
+    } // no friction for physic.get_velocity_x() == 0
   }
 }
 
@@ -448,8 +503,8 @@ Player::handle_horizontal_input()
 
   //Check speedlimit.
   if( speedlimit > 0 &&  vx * dirsign >= speedlimit ) {
-      vx = dirsign * speedlimit;
-      ax = 0;
+    vx = dirsign * speedlimit;
+    ax = 0;
   }
 
   // changing directions?
@@ -472,6 +527,10 @@ Player::handle_horizontal_input()
     }
   }
 
+  if(on_ice) {
+    ax *= ICE_ACCELERATION_MULTIPLIER;
+  }
+
   physic.set_velocity(vx, vy);
   physic.set_acceleration(ax, ay);
 
@@ -571,31 +630,44 @@ Player::do_jump(float yspeed) {
 }
 
 void
-Player::early_jump_apex() {
-  if(jump_early_apex) {
-    return;
+Player::early_jump_apex() 
+{
+  if (!jump_early_apex)
+  {
+    jump_early_apex = true;
+    physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
   }
-  jump_early_apex = true;
-  physic.set_gravity(physic.get_gravity() * JUMP_EARLY_APEX_FACTOR);
-};
+}
 
 void
-Player::do_jump_apex() {
-  if(!jump_early_apex) {
-    return;
+Player::do_jump_apex()
+{
+  if (jump_early_apex)
+  {
+    jump_early_apex = false;
+    physic.set_gravity_modifier(1.0f);
   }
-  jump_early_apex = false;
-  physic.set_gravity(physic.get_gravity() / JUMP_EARLY_APEX_FACTOR);
 }
 
 void
 Player::handle_vertical_input()
 {
   // Press jump key
-  if(controller->pressed(Controller::JUMP) && (can_jump)) {
+  if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
+  if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
+    jump_button_timer.stop();
     if (duck) {
       // when running, only jump a little bit; else do a backflip
-      if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip();
+      if ((physic.get_velocity_x() != 0) || 
+          (controller->hold(Controller::LEFT)) || 
+          (controller->hold(Controller::RIGHT))) 
+      {
+        do_jump(-300);
+      }
+      else 
+      {
+        do_backflip();
+      }
     } else {
       // jump a bit higher if we are running; else do a normal jump
       if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
@@ -650,16 +722,10 @@ Player::handle_input()
   }
 
   /* Peeking */
-  if( controller->released( Controller::PEEK_LEFT ) ) {
-    peekingX = AUTO;
-  }
-  if( controller->released( Controller::PEEK_RIGHT ) ) {
+  if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
     peekingX = AUTO;
   }
-  if( controller->released( Controller::PEEK_UP ) ) {
-    peekingY = AUTO;
-  }
-  if( controller->released( Controller::PEEK_DOWN ) ) {
+  if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
     peekingY = AUTO;
   }
   if( controller->pressed( Controller::PEEK_LEFT ) ) {
@@ -680,7 +746,7 @@ Player::handle_input()
   if (!backflipping) handle_horizontal_input();
 
   /* Jump/jumping? */
-  if (on_ground() && !controller->hold(Controller::JUMP))
+  if (on_ground())
     can_jump = true;
 
   /* Handle vertical movement: */
@@ -708,8 +774,8 @@ 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);
+      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_of_movingstatics(dest)) {
       MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
@@ -732,8 +798,8 @@ void
 Player::try_grab()
 {
   if(controller->hold(Controller::ACTION) && !grabbed_object
-      && !duck) {
-  Sector* sector = Sector::current();
+     && !duck) {
+    Sector* sector = Sector::current();
     Vector pos;
     if(dir == LEFT) {
       pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
@@ -933,6 +999,8 @@ Player::draw(DrawingContext& context)
   }
 
   std::string sa_prefix = "";
+  std::string sa_postfix = "";
+
   if (player_status->bonus == GROWUP_BONUS)
     sa_prefix = "big";
   else if (player_status->bonus == FIRE_BONUS)
@@ -942,61 +1010,81 @@ Player::draw(DrawingContext& context)
   else
     sa_prefix = "small";
 
+  if(dir == LEFT)
+    sa_postfix = "-left";
+  else
+    sa_postfix = "-right";
+
   /* Set Tux sprite action */
-  if (growing) {
-    sprite->set_action_continued((dir == LEFT)?"grow-left":"grow-right");
+  if(dying) {
+    sprite->set_action("gameover");
+  }
+  else if (growing) {
+    sprite->set_action_continued("grow"+sa_postfix);
     // while growing, do not change action
     // do_duck() will take care of cancelling growing manually
     // update() will take care of cancelling when growing completed
   }
   else if (climbing) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
+    sprite->set_action(sa_prefix+"-skid"+sa_postfix);
   }
   else if (backflipping) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-backflip-left":"-backflip-right"));
+    sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
   }
   else if (duck && is_big()) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-duck-left":"-duck-right"));
+    sprite->set_action(sa_prefix+"-duck"+sa_postfix);
   }
   else if (skidding_timer.started() && !skidding_timer.check()) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
+    sprite->set_action(sa_prefix+"-skid"+sa_postfix);
   }
   else if (kick_timer.started() && !kick_timer.check()) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-kick-left":"-kick-right"));
+    sprite->set_action(sa_prefix+"-kick"+sa_postfix);
   }
   else if ((wants_buttjump || does_buttjump) && is_big()) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-buttjump-left":"-buttjump-right"));
+    sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
   }
   else if (!on_ground()) {
-    sprite->set_action(sa_prefix+((dir == LEFT)?"-jump-left":"-jump-right"));
+    sprite->set_action(sa_prefix+"-jump"+sa_postfix);
   }
   else {
     if (fabsf(physic.get_velocity_x()) < 1.0f) {
-//      if(idle_timer.check()) {
-//        sprite->set_action(sa_prefix+((dir == LEFT)?"-idle-left":"-idle-right"));
-//      } else {
-        sprite->set_action(sa_prefix+((dir == LEFT)?"-stand-left":"-stand-right"));
-//      }
+      // Determine which idle stage we're at
+      if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
+        idle_stage = 0;
+        idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
+
+        sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+      }
+      else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
+        idle_stage++;
+        if (idle_stage >= IDLE_STAGE_COUNT)
+          idle_stage = 1;
+
+        idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
+
+        if (IDLE_TIME[idle_stage] == 0)
+          sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
+        else
+          sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+      }
+      else {
+        sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+      }
     }
     else {
-      sprite->set_action(sa_prefix+((dir == LEFT)?"-walk-left":"-walk-right"));
+      sprite->set_action(sa_prefix+"-walk"+sa_postfix);
     }
   }
 
-
-/*
+  /*
   // Tux is holding something
   if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
-      (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
-    if (duck) {
-    } else {
-    }
+  (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
+  if (duck) {
+  } else {
   }
-*/
-
-  if(dying) {
-    sprite->set_action("gameover");
   }
+  */
 
   /* Draw Tux */
   if (safe_timer.started() && size_t(game_time*40)%2)
@@ -1028,6 +1116,11 @@ Player::collision_tile(uint32_t tile_attributes)
     }
   }
 #endif
+
+  if(tile_attributes & Tile::ICE) {
+    ice_this_frame = true;
+    on_ice = true;
+  }
 }
 
 void
@@ -1046,15 +1139,15 @@ Player::collision_solid(const CollisionHit& hit)
       physic.set_velocity_y(-300);
       on_ground_flag = false;
       Sector::current()->add_object(new Particles(
-          Vector(get_bbox().p2.x, get_bbox().p2.y),
-          270+20, 270+40,
-          Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
-          LAYER_OBJECTS+1));
+                                      Vector(get_bbox().p2.x, get_bbox().p2.y),
+                                      270+20, 270+40,
+                                      Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+                                      LAYER_OBJECTS+1));
       Sector::current()->add_object(new Particles(
-          Vector(get_bbox().p1.x, get_bbox().p2.y),
-          90-40, 90-20,
-          Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
-          LAYER_OBJECTS+1));
+                                      Vector(get_bbox().p1.x, get_bbox().p2.y),
+                                      90-40, 90-20,
+                                      Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+                                      LAYER_OBJECTS+1));
     }
 
   } else if(hit.top) {
@@ -1140,7 +1233,7 @@ Player::kill(bool completely)
 
   if(!completely && is_big()) {
     if(player_status->bonus == FIRE_BONUS
-        || player_status->bonus == ICE_BONUS) {
+       || player_status->bonus == ICE_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
       set_bonus(GROWUP_BONUS, true);
     } else if(player_status->bonus == GROWUP_BONUS) {
@@ -1168,8 +1261,8 @@ Player::kill(bool completely)
       {
         // 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)));
+                                                      Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
+                                                      systemRandom.rand(-100,100)));
       }
       player_status->coins -= std::max(player_status->coins/10, 25);
     }
@@ -1185,9 +1278,7 @@ Player::kill(bool completely)
     dying_timer.start(3.0);
     set_group(COLGROUP_DISABLED);
 
-    DisplayEffect* effect = new DisplayEffect();
-    effect->fade_out(3.0);
-    Sector::current()->add_object(effect);
+    Sector::current()->effect->fade_out(3.0);
     sound_manager->stop_music(3.0);
   }
 }
@@ -1212,13 +1303,19 @@ Player::move(const Vector& vector)
 void
 Player::check_bounds(Camera* camera)
 {
-  /* Keep tux in bounds: */
+  /* Keep tux in sector 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
+    // Lock Tux to the size of the level, so that he doesn't fall off
+    // the left side
     set_pos(Vector(0, get_pos().y));
   }
 
+  if (get_bbox().get_right() > Sector::current()->get_width()) {
+    // Lock Tux to the size of the level, so that he doesn't fall off
+    // the right side
+    set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
+  }
+
   /* fallen out of the level? */
   if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
     kill(true);
@@ -1232,8 +1329,8 @@ Player::check_bounds(Camera* camera)
   if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
     set_pos(Vector(
-          camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
-          get_pos().y));
+              camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
+              get_pos().y));
   }
 }
 
@@ -1320,7 +1417,6 @@ Player::set_ghost_mode(bool enable)
   }
 }
 
-
 void
 Player::set_edit_mode(bool enable)
 {
@@ -1401,4 +1497,4 @@ Player::handle_input_climbing()
   physic.set_acceleration(0, 0);
 }
 
-
+/* EOF */