Reset angle before starting kill animation
[supertux.git] / src / object / player.cpp
index 427c653..7a3c5a1 100644 (file)
@@ -19,7 +19,7 @@
 
 #include "audio/sound_manager.hpp"
 #include "badguy/badguy.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
+#include "control/input_manager.hpp"
 #include "math/random_generator.hpp"
 #include "object/bullet.hpp"
 #include "object/camera.hpp"
@@ -40,7 +40,6 @@
 //#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;
 
@@ -63,7 +62,7 @@ static const std::string IDLE_STAGES[] =
 /** acceleration in horizontal direction when walking
  * (all accelerations are in  pixel/s^2) */
 static const float WALK_ACCELERATION_X = 300;
-/** acceleration in horizontal direction when running */ 
+/** acceleration in horizontal direction when running */
 static const float RUN_ACCELERATION_X = 400;
 /** acceleration when skidding */
 static const float SKID_XM = 200;
@@ -88,8 +87,6 @@ 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) */
-static const float CHEER_TIME = 1.0f;
 
 /** if Tux cannot unduck for this long, he will get hurt */
 static const float UNDUCK_HURT_TIME = 0.25f;
@@ -109,14 +106,15 @@ static const float DUCKED_TUX_HEIGHT = 31.8f;
 bool no_water = true;
 }
 
-Player::Player(PlayerStatus* _player_status, const std::string& name) :
+Player::Player(PlayerStatus* _player_status, const std::string& name_) :
   deactivated(),
   controller(),
-  scripting_controller(0), 
-  player_status(_player_status), 
+  scripting_controller(),
+  player_status(_player_status),
   duck(),
   dead(),
   dying(),
+  winning(),
   backflipping(),
   backflip_direction(),
   peekingX(),
@@ -134,7 +132,7 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) :
   on_ground_flag(),
   jumping(),
   can_jump(),
-  jump_button_timer(), 
+  jump_button_timer(),
   wants_buttjump(),
   does_buttjump(),
   invincible_timer(),
@@ -147,35 +145,35 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) :
   backflip_timer(),
   physic(),
   visible(),
-  grabbed_object(NULL), 
+  grabbed_object(NULL),
   sprite(),
   airarrow(),
   floor_normal(),
-  ghost_mode(false), 
-  edit_mode(false), 
+  ghost_mode(false),
+  edit_mode(false),
   unduck_hurt_timer(),
   idle_timer(),
   idle_stage(0),
   climbing(0)
 {
-  this->name = name;
-  controller = g_jk_controller->get_main_controller();
+  this->name = name_;
+  controller = InputManager::current()->get_controller();
   scripting_controller.reset(new CodeController());
   // if/when we have complete penny gfx, we can
   // load those instead of Tux's sprite in the
   // constructor
-  sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
+  sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
   airarrow = Surface::create("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");
-  sound_manager->preload("sounds/hurt.wav");
-  sound_manager->preload("sounds/kill.wav");
-  sound_manager->preload("sounds/skid.wav");
-  sound_manager->preload("sounds/flip.wav");
-  sound_manager->preload("sounds/invincible_start.ogg");
-  sound_manager->preload("sounds/splash.ogg");
+  SoundManager::current()->preload("sounds/bigjump.wav");
+  SoundManager::current()->preload("sounds/jump.wav");
+  SoundManager::current()->preload("sounds/hurt.wav");
+  SoundManager::current()->preload("sounds/kill.wav");
+  SoundManager::current()->preload("sounds/skid.wav");
+  SoundManager::current()->preload("sounds/flip.wav");
+  SoundManager::current()->preload("sounds/invincible_start.ogg");
+  SoundManager::current()->preload("sounds/splash.ogg");
 
   init();
 }
@@ -213,6 +211,7 @@ Player::init()
   deactivated = false;
   backflipping = false;
   backflip_direction = 0;
+  sprite->set_angle(0.0f);
   visible = true;
   swimming = false;
   on_ice = false;
@@ -258,9 +257,9 @@ Player::set_speedlimit(float newlimit)
 }
 
 void
-Player::set_controller(Controller* controller)
+Player::set_controller(Controller* controller_)
 {
-  this->controller = controller;
+  this->controller = controller_;
 }
 
 void
@@ -272,7 +271,7 @@ Player::set_winning()
   }
 }
 
-void 
+void
 Player::use_scripting_controller(bool use_or_release)
 {
   if ((use_or_release == true) && (controller != scripting_controller.get())) {
@@ -285,7 +284,7 @@ Player::use_scripting_controller(bool use_or_release)
   }
 }
 
-void 
+void
 Player::do_scripting_controller(std::string control, bool pressed)
 {
   for(int i = 0; Controller::controlNames[i] != 0; ++i) {
@@ -323,6 +322,7 @@ Player::trigger_sequence(std::string sequence_name)
   if (climbing) stop_climbing(*climbing);
   backflipping = false;
   backflip_direction = 0;
+  sprite->set_angle(0.0f);
   GameSession::current()->start_sequence(sequence_name);
 }
 
@@ -335,6 +335,7 @@ Player::update(float elapsed_time)
   no_water = true;
 
   if(dying && dying_timer.check()) {
+    set_bonus(NO_BONUS, true);
     dead = true;
     return;
   }
@@ -342,9 +343,11 @@ Player::update(float elapsed_time)
   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
@@ -355,7 +358,7 @@ Player::update(float elapsed_time)
   }
 
   // on downward slopes, adjust vertical velocity so tux walks smoothly down
-  if (on_ground()) {
+  if (on_ground() && !dying) {
     if(floor_normal.y != 0) {
       if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
         physic.set_velocity_y(250);
@@ -364,10 +367,12 @@ Player::update(float elapsed_time)
   }
 
   // handle backflipping
-  if (backflipping) {
+  if (backflipping && !dying) {
     //prevent player from changing direction when backflipping
     dir = (backflip_direction == 1) ? LEFT : RIGHT;
     if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+    //rotate sprite during flip
+    sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
   }
 
   // set fall mode...
@@ -384,9 +389,10 @@ Player::update(float elapsed_time)
   // check if we landed
   if(on_ground()) {
     jumping = false;
-    if (backflipping && (!backflip_timer.started())) {
+    if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
       backflipping = false;
       backflip_direction = 0;
+      sprite->set_angle(0.0f);
 
       // if controls are currently deactivated, we take care of standing up ourselves
       if (deactivated)
@@ -421,7 +427,7 @@ Player::update(float elapsed_time)
       Vector ppos = Vector(px, py);
       Vector pspeed = Vector(0, 0);
       Vector paccel = Vector(0, 0);
-      Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", 
+      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
@@ -541,7 +547,7 @@ Player::handle_horizontal_input()
     // let's skid!
     if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
       skidding_timer.start(SKID_TIME);
-      sound_manager->play("sounds/skid.wav");
+      SoundManager::current()->play("sounds/skid.wav");
       // dust some particles
       Sector::current()->add_object(
         new Particles(
@@ -635,8 +641,8 @@ Player::do_backflip() {
   backflip_direction = (dir == LEFT)?(+1):(-1);
   backflipping = true;
   do_jump(-580);
-  sound_manager->play("sounds/flip.wav");
-  backflip_timer.start(0.15f);
+  SoundManager::current()->play("sounds/flip.wav");
+  backflip_timer.start(TUX_BACKFLIP_TIME);
 }
 
 void
@@ -652,14 +658,14 @@ Player::do_jump(float yspeed) {
 
   // play sound
   if (is_big()) {
-    sound_manager->play("sounds/bigjump.wav");
+    SoundManager::current()->play("sounds/bigjump.wav");
   } else {
-    sound_manager->play("sounds/jump.wav");
+    SoundManager::current()->play("sounds/jump.wav");
   }
 }
 
 void
-Player::early_jump_apex() 
+Player::early_jump_apex()
 {
   if (!jump_early_apex)
   {
@@ -687,13 +693,13 @@ Player::handle_vertical_input()
     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))) 
+      if ((physic.get_velocity_x() != 0) ||
+          (controller->hold(Controller::LEFT)) ||
+          (controller->hold(Controller::RIGHT)))
       {
         do_jump(-300);
       }
-      else 
+      else
       {
         do_backflip();
       }
@@ -806,18 +812,18 @@ Player::handle_input()
     if(moving_object) {
       // move the grabbed object a bit away from tux
       Rectf grabbed_bbox = moving_object->get_bbox();
-      Rectf dest;
-      dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
-      dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
+      Rectf dest_;
+      dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
+      dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
       if(dir == LEFT) {
-        dest.p2.x = bbox.get_left() - 1;
-        dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
+        dest_.p2.x = bbox.get_left() - 1;
+        dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
       } else {
-        dest.p1.x = bbox.get_right() + 1;
-        dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
+        dest_.p1.x = bbox.get_right() + 1;
+        dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
       }
-      if(Sector::current()->is_free_of_tiles(dest, true)) {
-        moving_object->set_pos(dest.p1);
+      if(Sector::current()->is_free_of_tiles(dest_, true)) {
+        moving_object->set_pos(dest_.p1);
         if(controller->hold(Controller::UP)) {
           grabbed_object->ungrab(*this, UP);
         } else {
@@ -829,6 +835,13 @@ Player::handle_input()
       log_debug << "Non MovingObject grabbed?!?" << std::endl;
     }
   }
+
+  /* stop backflipping at will */
+  if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
+    backflipping = false;
+    backflip_direction = 0;
+    sprite->set_angle(0.0f);
+  }
 }
 
 void
@@ -1018,10 +1031,10 @@ Player::set_bonus(BonusType type, bool animate)
 }
 
 void
-Player::set_visible(bool visible)
+Player::set_visible(bool visible_)
 {
-  this->visible = visible;
-  if( visible )
+  this->visible = visible_;
+  if( visible_ )
     set_group(COLGROUP_MOVING);
   else
     set_group(COLGROUP_DISABLED);
@@ -1098,8 +1111,10 @@ Player::draw(DrawingContext& context)
   else if ((wants_buttjump || does_buttjump) && is_big()) {
     sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
   }
-  else if (!on_ground()) {
-    sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+  else if (!on_ground() || fall_mode != ON_GROUND) {
+    if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
+        sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+    }
   }
   else {
     if (fabsf(physic.get_velocity_x()) < 1.0f) {
@@ -1167,7 +1182,7 @@ Player::collision_tile(uint32_t tile_attributes)
     if( tile_attributes & Tile::WATER ){
       swimming = true;
       no_water = false;
-      sound_manager->play( "sounds/splash.ogg" );
+      SoundManager::current()->play( "sounds/splash.ogg" );
     }
   }
 #endif
@@ -1188,7 +1203,7 @@ Player::collision_solid(const CollisionHit& hit)
     on_ground_flag = true;
     floor_normal = hit.slope_normal;
 
-    // Butt Jump landed    
+    // Butt Jump landed
     if (does_buttjump) {
       does_buttjump = false;
       physic.set_velocity_y(-300);
@@ -1267,7 +1282,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 void
 Player::make_invincible()
 {
-  sound_manager->play("sounds/invincible_start.ogg");
+  SoundManager::current()->play("sounds/invincible_start.ogg");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
   Sector::current()->play_music(HERRING_MUSIC);
 }
@@ -1288,8 +1303,10 @@ Player::kill(bool completely)
 
   physic.set_velocity_x(0);
 
+  sprite->set_angle(0.0f);
+
   if(!completely && is_big()) {
-    sound_manager->play("sounds/hurt.wav");
+    SoundManager::current()->play("sounds/hurt.wav");
 
     if(player_status->bonus == FIRE_BONUS
        || player_status->bonus == ICE_BONUS) {
@@ -1300,6 +1317,7 @@ Player::kill(bool completely)
       adjust_height(SMALL_TUX_HEIGHT);
       duck = false;
       backflipping = false;
+      sprite->set_angle(0.0f);
       set_bonus(NO_BONUS, true);
     } else if(player_status->bonus == NO_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
@@ -1307,7 +1325,7 @@ Player::kill(bool completely)
       duck = false;
     }
   } else {
-    sound_manager->play("sounds/kill.wav");
+    SoundManager::current()->play("sounds/kill.wav");
 
     // do not die when in edit mode
     if (edit_mode) {
@@ -1343,7 +1361,7 @@ Player::kill(bool completely)
 
     // TODO: need nice way to handle players dying in co-op mode
     Sector::current()->effect->fade_out(3.0);
-    sound_manager->stop_music(3.0);
+    SoundManager::current()->stop_music(3.0);
   }
 }
 
@@ -1359,6 +1377,7 @@ Player::move(const Vector& vector)
     set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
   duck = false;
   backflipping = false;
+  sprite->set_angle(0.0f);
   last_ground_y = vector.y;
   if (climbing) stop_climbing(*climbing);
 
@@ -1407,7 +1426,7 @@ Player::add_velocity(const Vector& velocity, const Vector& end_speed)
     physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
 }
 
-Vector 
+Vector
 Player::get_velocity()
 {
   return physic.get_velocity();
@@ -1450,6 +1469,11 @@ void Player::walk(float speed)
   physic.set_velocity_x(speed);
 }
 
+void Player::set_dir(bool right)
+{
+  dir = right ? RIGHT : LEFT;
+}
+
 void
 Player::set_ghost_mode(bool enable)
 {
@@ -1477,7 +1501,7 @@ Player::set_edit_mode(bool enable)
   edit_mode = enable;
 }
 
-void 
+void
 Player::start_climbing(Climbable& climbable)
 {
   if (climbing || !&climbable) return;
@@ -1489,17 +1513,18 @@ Player::start_climbing(Climbable& climbable)
   if (backflipping) {
     backflipping = false;
     backflip_direction = 0;
+    sprite->set_angle(0.0f);
   }
 }
 
-void 
+void
 Player::stop_climbing(Climbable& /*climbable*/)
 {
   if (!climbing) return;
 
   climbing = 0;
 
-  if (grabbed_object) {    
+  if (grabbed_object) {
     grabbed_object->ungrab(*this, dir);
     grabbed_object = NULL;
   }
@@ -1543,7 +1568,7 @@ Player::handle_input_climbing()
     if (can_jump) {
       stop_climbing(*climbing);
       return;
-    }  
+    }
   } else {
     can_jump = true;
   }