fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / player.cpp
index de69797..48f9035 100644 (file)
@@ -48,6 +48,7 @@
 #include "log.hpp"
 #include "falling_coin.hpp"
 #include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -63,6 +64,9 @@ static const float MAX_RUN_XM = 320;
 static const float WALK_SPEED = 100;
 
 static const float KICK_TIME = .3;
+static const float CHEER_TIME = 1;
+
+static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
 
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
@@ -75,6 +79,9 @@ TuxBodyParts* big_tux = 0;
 TuxBodyParts* fire_tux = 0;
 TuxBodyParts* ice_tux = 0;
 
+namespace{
+  bool no_water = true;
+}
 void
 TuxBodyParts::set_action(std::string action, int loops)
 {
@@ -102,13 +109,22 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
 }
 
 Player::Player(PlayerStatus* _player_status)
-  : player_status(_player_status), grabbed_object(0)
+  : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
 {
   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");
+  sound_manager->preload("sounds/flip.wav");
+  sound_manager->preload("sounds/invincible.wav");
+  sound_manager->preload("sounds/splash.ogg");
+
+
   init();
 }
 
@@ -123,10 +139,9 @@ void
 Player::init()
 {
   if(is_big())
-    bbox.set_size(31.8, 62.8);
+    set_size(31.8, 62.8);
   else
-    bbox.set_size(31.8, 30.8);
-  adjust_height = 0;
+    set_size(31.8, 30.8);
 
   dir = RIGHT;
   old_dir = dir;
@@ -134,6 +149,7 @@ Player::init()
   dead = false;
 
   dying = false;
+  peeking = AUTO;
   last_ground_y = 0;
   fall_mode = ON_GROUND;
   jumping = false;
@@ -143,11 +159,10 @@ Player::init()
   backflipping = false;
   backflip_direction = 0;
   visible = true;
-  
-  on_ground_flag = false;
-  grabbed_object = 0;
+  swimming = false;
 
-  floor_normal = Vector(0,-1);
+  on_ground_flag = false;
+  grabbed_object = NULL;
 
   physic.reset();
 }
@@ -171,33 +186,133 @@ Player::set_controller(Controller* controller)
   this->controller = controller;
 }
 
+bool
+Player::adjust_height(float new_height)
+{
+  Rect bbox2 = bbox;
+  bbox2.move(Vector(0, bbox.get_height() - new_height));
+  bbox2.set_height(new_height);
+
+  if(new_height > bbox.get_height()) {
+    Rect additional_space = bbox2;
+    additional_space.set_height(new_height - bbox.get_height());
+    if(!Sector::current()->is_free_space(additional_space))
+      return false;
+  }
+
+  // adjust bbox accordingly
+  // note that we use members of moving_object for this, so we can run this during CD, too
+  set_pos(bbox2.p1);
+  set_size(bbox2.get_width(), bbox2.get_height());
+  return true;
+}
+
 void
 Player::update(float elapsed_time)
 {
+  if( no_water ){
+    swimming = false;
+  }
+  no_water = true;
+
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
-  if(adjust_height != 0) {
-    bbox.move(Vector(0, bbox.get_height() - adjust_height));
-    bbox.set_height(adjust_height);
-    adjust_height = 0;
-  }
-
   if(!dying && !deactivated)
     handle_input();
 
+  // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
+  if (deactivated) apply_friction();
+
+  // extend/shrink tux collision rectangle so that we fall through/walk over 1
+  // tile holes
+  if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
+    set_width(34);
+  } else {
+    set_width(31.8);
+  }
+
+  // on downward slopes, adjust vertical velocity so tux walks smoothly down
+  if (on_ground()) {
+    if(floor_normal.y != 0) {
+      if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
+        physic.set_velocity_y(250);
+      }
+    }
+  }
+
+  // handle backflipping
+  if (backflipping) {
+    //prevent player from changing direction when backflipping
+    dir = (backflip_direction == 1) ? LEFT : RIGHT;
+    if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+  }
+
+  // set fall mode...
+  if(on_ground()) {
+    fall_mode = ON_GROUND;
+    last_ground_y = get_pos().y;
+  } else {
+    if(get_pos().y > last_ground_y)
+      fall_mode = FALLING;
+    else if(fall_mode == ON_GROUND)
+      fall_mode = JUMPING;
+  }
+
+  // check if we landed
+  if(on_ground()) {
+    jumping = false;
+    if (backflipping && (!backflip_timer.started())) {
+      backflipping = false;
+      backflip_direction = 0;
+
+      // if controls are currently deactivated, we take care of standing up ourselves
+      if (deactivated)
+        do_standup();
+    }
+  }
+
+  // calculate movement for this frame
   movement = physic.get_movement(elapsed_time);
 
-  if(grabbed_object != 0) {
-    Vector pos = get_pos() + 
-      Vector(dir == LEFT ? -16 : 16,
-             bbox.get_height()*0.66666 - 32);
+  if(grabbed_object != NULL && !dying) {
+    Vector pos = get_pos() +
+      Vector(dir == LEFT ? -16 : 16, get_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;
+
+  // when invincible, spawn particles
+  if (invincible_timer.started() && !dying)
+  {
+    if (systemRandom.rand(0, 2) == 0) {
+      float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+      float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+      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));
+      }
+    }
+  }
+
 }
 
 bool
@@ -216,6 +331,19 @@ Player::is_big()
 }
 
 void
+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 {
+    physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+  }
+}
+
+void
 Player::handle_horizontal_input()
 {
   float vx = physic.get_velocity_x();
@@ -237,7 +365,8 @@ Player::handle_horizontal_input()
     }
   }
 
-  if (!controller->hold(Controller::ACTION)) {
+  // only run if action key is pressed and we're not holding anything
+  if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) {
     ax = dirsign * WALK_ACCELERATION_X;
     // limit speed
     if(vx >= MAX_WALK_XM && dirsign > 0) {
@@ -273,113 +402,132 @@ Player::handle_horizontal_input()
       // dust some particles
       Sector::current()->add_object(
         new Particles(
-          Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
+          Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_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;
     }
   }
 
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(ax, ay);
+
   // 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;
-    }
+    apply_friction();
   }
 
-#if 0
-  // if we're on ice slow down acceleration or deceleration
-  if (isice(base.x, base.y + base.height))
-  {
-    /* the acceleration/deceleration rate on ice is inversely proportional to
-     * the current velocity.
-     */
+}
 
-    // increasing 1 will increase acceleration/deceleration rate
-    // decreasing 1 will decrease acceleration/deceleration rate
-    //  must stay above zero, though
-    if (ax != 0) ax *= 1 / fabs(vx);
-  }
-#endif
+void
+Player::do_cheer()
+{
+  do_duck();
+  do_backflip();
+  do_standup();
+}
 
-  // extend/shrink tux collision rectangle so that we fall through/walk over 1
-  // tile holes
-  if(fabsf(vx) > MAX_WALK_XM) {
-    bbox.set_width(34);
+void
+Player::do_duck() {
+  if (duck)
+    return;
+  if (!is_big())
+    return;
+
+  if (physic.get_velocity_y() != 0)
+    return;
+  if (!on_ground())
+    return;
+
+  if (adjust_height(31.8)) {
+    duck = true;
+    unduck_hurt_timer.stop();
   } else {
-    bbox.set_width(31.8);
+    // FIXME: what now?
   }
+}
 
-  // 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;
-      }
+void
+Player::do_standup() {
+  if (!duck)
+    return;
+  if (!is_big())
+    return;
+  if (backflipping)
+    return;
+
+  if (adjust_height(63.8)) {
+    duck = false;
+    unduck_hurt_timer.stop();
+  } else {
+    // if timer is not already running, start it.
+    if (unduck_hurt_timer.get_period() == 0) {
+      unduck_hurt_timer.start(UNDUCK_HURT_TIME);
+    }
+    else if (unduck_hurt_timer.check()) {
+      kill(false);
     }
   }
 
-  physic.set_velocity(vx, vy);
-  physic.set_acceleration(ax, ay);
 }
 
 void
-Player::handle_vertical_input()
-{
-  // set fall mode...
-  if(on_ground()) {
-    fall_mode = ON_GROUND;
-    last_ground_y = get_pos().y;
+Player::do_backflip() {
+  if (!duck)
+    return;
+  if (!on_ground())
+    return;
+
+  // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
+  set_bonus(GROWUP_BONUS, true);
+
+  backflip_direction = (dir == LEFT)?(+1):(-1);
+  backflipping = true;
+  do_jump(-580);
+  sound_manager->play("sounds/flip.wav");
+  backflip_timer.start(0.15);
+}
+
+void
+Player::do_jump(float yspeed) {
+  if (!on_ground())
+    return;
+
+  physic.set_velocity_y(yspeed);
+  //bbox.move(Vector(0, -1));
+  jumping = true;
+  on_ground_flag = false;
+  can_jump = false;
+
+  // play sound
+  if (is_big()) {
+    sound_manager->play("sounds/bigjump.wav");
   } else {
-    if(get_pos().y > last_ground_y)
-      fall_mode = FALLING;
-    else if(fall_mode == ON_GROUND)
-      fall_mode = JUMPING;
+    sound_manager->play("sounds/jump.wav");
   }
+}
 
-  if(on_ground()) { /* Make sure jumping is off. */
-    jumping = false;
-    if (backflipping) {
-      backflipping = false;
-      backflip_direction = 0;
-    }
-  }
+void
+Player::handle_vertical_input()
+{
 
   // Press jump key
-  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 { //do a backflip
-        backflipping = true;
-        physic.set_velocity_y(580);
-        backflip_timer.start(0.15);
-      }
+  if(controller->pressed(Controller::JUMP) && (can_jump)) {
+    if (duck) {
+      // when running, only jump a little bit; else do a backflip
+      if (physic.get_velocity_x() != 0) 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);
     }
-    else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
-      physic.set_velocity_y(580);
-    else
-      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) {
+  }
+  // Let go of jump key
+  else if(!controller->hold(Controller::JUMP)) {
+    if (!backflipping && jumping && physic.get_velocity_y() < 0) {
       jumping = false;
       physic.set_velocity_y(0);
     }
@@ -387,79 +535,26 @@ Player::handle_vertical_input()
 
   /* 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)
+  if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && 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() && 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));
-    
-    butt_jump = false;
-    
-    // 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)) {
-      physic.set_velocity_y(2);
-      butt_jump = true;
-    }
-    
-    // Kill nearby badguys
-    std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
-    for (std::vector<GameObject*>::iterator i = gameobjects.begin();
-         i != gameobjects.end();
-         i++) {
-      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      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);
-        }
-      }
-    }
-  }
-#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
-   */
-  // FIXME
-#if 0
-  if ( (issolid(get_pos().x + bbox.get_width() / 2,
-          get_pos().y + bbox.get_height() + 64) ||
-        issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
-        issolid(get_pos().x + bbox.get_width() - 1,
-          get_pos().y + bbox.get_height() + 64))
-       && jumping  == false
-       && can_jump == false
-       && input.jump && !input.old_jump)
-    {
-      can_jump = true;
-    }
-#endif
 }
 
 void
 Player::handle_input()
 {
+  if (ghost_mode) {
+    handle_input_ghost();
+    return;
+  }
+
   if(!controller->hold(Controller::ACTION) && grabbed_object) {
     // move the grabbed object a bit away from tux
-    Vector pos = get_pos() + 
+    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));
@@ -471,57 +566,72 @@ Player::handle_input()
         log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
       }
       grabbed_object->ungrab(*this, dir);
-      grabbed_object = 0;
+      grabbed_object = NULL;
     }
   }
-  /* Handle horizontal movement: */
-  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);
+
+  /* Peeking */
+  if( controller->released( Controller::PEEK_LEFT ) ) {
+    peeking = AUTO;
+  }
+  if( controller->released( Controller::PEEK_RIGHT ) ) {
+    peeking = AUTO;
+  }
+  if( controller->pressed( Controller::PEEK_LEFT ) ) {
+    peeking = LEFT;
+  }
+  if( controller->pressed( Controller::PEEK_RIGHT ) ) {
+    peeking = RIGHT;
   }
 
+  /* Handle horizontal movement: */
+  if (!backflipping) handle_horizontal_input();
 
   /* Jump/jumping? */
   if (on_ground() && !controller->hold(Controller::JUMP))
     can_jump = true;
+
+  /* Handle vertical movement: */
   handle_vertical_input();
 
   /* Shoot! */
   if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
     if(Sector::current()->add_bullet(
-         get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) 
+         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);
   }
-  
-  /* 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))
-    {
-      duck = false;
-    } else {
-      // undo the ducking changes
-      bbox.move(Vector(0, 32));
-      bbox.set_height(31.8); 
-    }
+
+  /* Duck or Standup! */
+  if (controller->hold(Controller::DOWN)) do_duck(); else do_standup();
+
+}
+
+void
+Player::handle_input_ghost()
+{
+  float vx = 0;
+  float vy = 0;
+  if (controller->hold(Controller::LEFT)) {
+    dir = LEFT;
+    vx -= MAX_RUN_XM * 2;
   }
+  if (controller->hold(Controller::RIGHT)) {
+    dir = RIGHT;
+    vx += MAX_RUN_XM * 2;
+  }
+  if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
+    vy -= MAX_RUN_XM * 2;
+  }
+  if (controller->hold(Controller::DOWN)) {
+    vy += MAX_RUN_XM * 2;
+  }
+  if (controller->hold(Controller::ACTION)) {
+    set_ghost_mode(false);
+  }
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(0, 0);
 }
 
 void
@@ -530,52 +640,70 @@ Player::add_coins(int count)
   player_status->add_coins(count);
 }
 
-void
+bool
 Player::add_bonus(const std::string& bonustype)
 {
+  BonusType type = NO_BONUS;
+
   if(bonustype == "grow") {
-    add_bonus(GROWUP_BONUS);
+    type = GROWUP_BONUS;
   } else if(bonustype == "fireflower") {
-    add_bonus(FIRE_BONUS);
+    type = FIRE_BONUS;
   } else if(bonustype == "iceflower") {
-    add_bonus(ICE_BONUS);
+    type = ICE_BONUS;
   } else if(bonustype == "none") {
-    add_bonus(NO_BONUS);
+    type = NO_BONUS;
   } else {
     std::ostringstream msg;
     msg << "Unknown bonus type "  << bonustype;
     throw std::runtime_error(msg.str());
   }
+
+  return add_bonus(type);
 }
 
-void
+bool
 Player::add_bonus(BonusType type, bool animate)
 {
   // always ignore NO_BONUS
   if (type == NO_BONUS) {
-    return;
+    return true;
   }
 
   // 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 (player_status->bonus == GROWUP_BONUS)
+      return true;
+    if (player_status->bonus == FIRE_BONUS)
+      return true;
+    if (player_status->bonus == ICE_BONUS)
+      return true;
   }
 
-  set_bonus(type, animate);
+  return set_bonus(type, animate);
 }
 
-void
+bool
 Player::set_bonus(BonusType type, bool animate)
 {
   if(player_status->bonus == NO_BONUS) {
-    adjust_height = 62.8;
+    if (!adjust_height(62.8)) {
+      printf("can't adjust\n");
+      return false;
+    }
     if(animate)
       growing_timer.start(GROWING_TIME);
   }
 
   if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+    if ((player_status->bonus == FIRE_BONUS) && (animate)) {
+      // visually lose helmet
+      Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+      Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+      Vector paccel = Vector(0, 1000);
+      std::string action = (dir==LEFT)?"left":"right";
+      Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+    }
     player_status->max_fire_bullets = 0;
     player_status->max_ice_bullets = 0;
   }
@@ -583,12 +711,17 @@ Player::set_bonus(BonusType type, bool animate)
   if (type == ICE_BONUS) player_status->max_ice_bullets++;
 
   player_status->bonus = type;
+  return true;
 }
 
 void
 Player::set_visible(bool visible)
 {
   this->visible = visible;
+  if( visible )
+    set_group(COLGROUP_MOVING);
+  else
+    set_group(COLGROUP_DISABLED);
 }
 
 bool
@@ -610,7 +743,7 @@ Player::draw(DrawingContext& context)
     return;
 
   TuxBodyParts* tux_body;
-          
+
   if (player_status->bonus == GROWUP_BONUS)
     tux_body = big_tux;
   else if (player_status->bonus == FIRE_BONUS)
@@ -623,7 +756,14 @@ Player::draw(DrawingContext& context)
   int layer = LAYER_OBJECTS + 1;
 
   /* Set Tux sprite action */
-  if (duck && is_big())
+  if (backflipping)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("backflip-left");
+    else // dir == RIGHT
+      tux_body->set_action("backflip-right");
+    }
+  else if (duck && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("duck-left");
@@ -711,13 +851,14 @@ Player::draw(DrawingContext& context)
   /* Draw Tux */
   if(dying) {
     smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
-  } else if(growing_timer.get_timeleft() > 0) {
+  }
+  else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
       if (dir == RIGHT) {
         context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
-                 GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+                 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
       } else {
         context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
-                GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+                GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
       }
     }
   else if (safe_timer.started() && size_t(game_time*40)%2)
@@ -725,17 +866,6 @@ Player::draw(DrawingContext& context)
   else
     tux_body->draw(context, get_pos(), layer);
 
-  // Draw blinking star overlay
-  if (invincible_timer.started() &&
-     (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
-      || size_t(game_time*20)%2)
-     && !dying)
-  {
-    if (!is_big() || duck)
-      smalltux_star->draw(context, get_pos(), layer + 5);
-    else
-      bigtux_star->draw(context, get_pos(), layer + 5);
-  } 
 }
 
 void
@@ -743,6 +873,48 @@ Player::collision_tile(uint32_t tile_attributes)
 {
   if(tile_attributes & Tile::HURTS)
     kill(false);
+
+  if( swimming ){
+    if( tile_attributes & Tile::WATER ){
+      no_water = false;
+    } else {
+      swimming = false;
+    }
+  } else {
+    if( tile_attributes & Tile::WATER ){
+      swimming = true;
+      no_water = false;
+      sound_manager->play( "sounds/splash.ogg" );
+    }
+  }
+}
+
+void
+Player::collision_solid(const CollisionHit& hit)
+{
+  if(hit.bottom) {
+    if(physic.get_velocity_y() > 0)
+      physic.set_velocity_y(0);
+
+    on_ground_flag = true;
+    floor_normal = hit.slope_normal;
+  } else if(hit.top) {
+    if(physic.get_velocity_y() < 0)
+      physic.set_velocity_y(.2);
+  }
+
+  if(hit.left || hit.right) {
+    physic.set_velocity_x(0);
+  }
+
+  // crushed?
+  if(hit.crush) {
+    if(hit.left || hit.right) {
+      kill(true);
+    } else if(hit.top || hit.bottom) {
+      kill(false);
+    }
+  }
 }
 
 HitResponse
@@ -753,83 +925,21 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     return FORCE_MOVE;
   }
 
-  if(other.get_flags() & FLAG_PORTABLE) {
+  // if we hit something from the side that is portable, the ACTION button is pressed and we are not already holding anything: grab it
+  if ((hit.left || hit.right) && (other.get_flags() & FLAG_PORTABLE) && controller->hold(Controller::ACTION) && (!grabbed_object)) {
     Portable* portable = dynamic_cast<Portable*> (&other);
-    if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
-        && fabsf(hit.normal.x) > .9) {
+    assert(portable != NULL);
+    if(portable) {
       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)
-        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;
-  }
 
 #ifdef DEBUG
   assert(dynamic_cast<MovingObject*> (&other) != NULL);
 #endif
-  MovingObject* moving_object = static_cast<MovingObject*> (&other); 
+  MovingObject* moving_object = static_cast<MovingObject*> (&other);
   if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
     TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
     if(trigger) {
@@ -842,13 +952,13 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
   if(badguy != NULL) {
-    if(safe_timer.started())
+    if(safe_timer.started() || invincible_timer.started())
       return FORCE_MOVE;
 
     return CONTINUE;
   }
 
-  return FORCE_MOVE;
+  return CONTINUE;
 }
 
 void
@@ -856,7 +966,7 @@ Player::make_invincible()
 {
   sound_manager->play("sounds/invincible.wav");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
-  Sector::current()->play_music(HERRING_MUSIC);               
+  Sector::current()->play_music(HERRING_MUSIC);
 }
 
 /* Kill Player! */
@@ -866,10 +976,9 @@ Player::kill(bool completely)
   if(dying || deactivated)
     return;
 
-  if(!completely && 
-      (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
-    return;                          
-  
+  if(!completely && (safe_timer.started() || invincible_timer.started()))
+    return;
+
   sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
@@ -878,27 +987,27 @@ Player::kill(bool completely)
     if(player_status->bonus == FIRE_BONUS
         || player_status->bonus == ICE_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
-      set_bonus(GROWUP_BONUS);
+      set_bonus(GROWUP_BONUS, true);
     } else {
       //growing_timer.start(GROWING_TIME);
       safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
-      adjust_height = 30.8;
+      adjust_height(30.8);
       duck = false;
-      set_bonus(NO_BONUS);
+      set_bonus(NO_BONUS, true);
     }
   } else {
     for (int i = 0; (i < 5) && (i < player_status->coins); i++)
     {
       // the numbers: starting x, starting y, velocity y
-      Sector::current()->add_object(new FallingCoin(get_pos() + 
-            Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), 
+      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);
+    physic.set_velocity(0, -700);
     player_status->coins -= 25;
-    set_bonus(NO_BONUS);
+    set_bonus(NO_BONUS, true);
     dying = true;
     dying_timer.start(3.0);
     set_group(COLGROUP_DISABLED);
@@ -913,11 +1022,13 @@ Player::kill(bool completely)
 void
 Player::move(const Vector& vector)
 {
-  bbox.set_pos(vector);
+  set_pos(vector);
+
+  // TODO: do we need the following? Seems irrelevant to moving the player
   if(is_big())
-    bbox.set_size(31.8, 63.8);
+    set_size(31.8, 63.8);
   else
-    bbox.set_size(31.8, 31.8);
+    set_size(31.8, 31.8);
   duck = false;
   last_ground_y = vector.y;
 
@@ -931,38 +1042,24 @@ Player::check_bounds(Camera* camera)
   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));
+    set_pos(Vector(0, get_pos().y));
   }
 
-  /* Keep in-bounds, vertically: */
-  if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+  /* fallen out of the level? */
+  if (get_pos().y > Sector::current()->get_height()) {
     kill(true);
     return;
   }
 
-  bool adjust = false;
   // can happen if back scrolling is disabled
   if(get_pos().x < camera->get_translation().x) {
-    bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
-    adjust = true;
+    set_pos(Vector(camera->get_translation().x, get_pos().y));
   }
   if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
-    bbox.set_pos(Vector(
+    set_pos(Vector(
           camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
           get_pos().y));
-    adjust = true;
-  }
-
-  if(adjust) {
-    // FIXME
-#if 0
-    // squished now?
-    if(collision_object_map(bbox)) {
-      kill(KILL);
-      return;
-    }
-#endif
   }
 }
 
@@ -973,12 +1070,25 @@ Player::add_velocity(const Vector& velocity)
 }
 
 void
+Player::add_velocity(const Vector& velocity, const Vector& end_speed)
+{
+  if (end_speed.x > 0)
+    physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
+  if (end_speed.x < 0)
+    physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
+  if (end_speed.y > 0)
+    physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
+  if (end_speed.y < 0)
+    physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+}
+
+void
 Player::bounce(BadGuy& )
 {
   if(controller->hold(Controller::JUMP))
-    physic.set_velocity_y(520);
+    physic.set_velocity_y(-520);
   else
-    physic.set_velocity_y(300);
+    physic.set_velocity_y(-300);
 }
 
 //Scripting Functions Below
@@ -986,6 +1096,8 @@ Player::bounce(BadGuy& )
 void
 Player::deactivate()
 {
+  if (deactivated)
+    return;
   deactivated = true;
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
@@ -996,6 +1108,8 @@ Player::deactivate()
 void
 Player::activate()
 {
+  if (!deactivated)
+    return;
   deactivated = false;
 }
 
@@ -1004,3 +1118,21 @@ void Player::walk(float speed)
   physic.set_velocity_x(speed);
 }
 
+void
+Player::set_ghost_mode(bool enable)
+{
+  if (ghost_mode == enable)
+    return;
+
+  if (enable) {
+    ghost_mode = true;
+    set_group(COLGROUP_DISABLED);
+    physic.enable_gravity(false);
+    log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
+  } else {
+    ghost_mode = false;
+    set_group(COLGROUP_MOVING);
+    physic.enable_gravity(true);
+    log_debug << "You feel solid again." << std::endl;
+  }
+}