some comments about collision detection
[supertux.git] / src / object / player.cpp
index 628752e..8004608 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
-//  SuperTux -  A Jump'n Run
-//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
@@ -31,7 +31,6 @@
 #include "sprite/sprite.hpp"
 #include "sector.hpp"
 #include "resources.hpp"
-#include "video/screen.hpp"
 #include "statistics.hpp"
 #include "game_session.hpp"
 #include "object/tilemap.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 "msg.hpp"
+#include "log.hpp"
+#include "falling_coin.hpp"
+#include "random_generator.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -93,18 +96,24 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
   if(body != NULL)
     body->draw(context, pos, layer-3);
   if(arms != NULL)
-    arms->draw(context, pos, layer);
+    arms->draw(context, pos, layer+10);
   if(feet != NULL)
     feet->draw(context, pos, layer-2);
 }
 
 Player::Player(PlayerStatus* _player_status)
-  : player_status(_player_status), grabbed_object(0)
+  : player_status(_player_status), grabbed_object(NULL)
 {
   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");
+
   init();
 }
 
@@ -119,9 +128,10 @@ 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;
@@ -140,7 +150,7 @@ Player::init()
   visible = true;
   
   on_ground_flag = false;
-  grabbed_object = 0;
+  grabbed_object = NULL;
 
   floor_normal = Vector(0,-1);
 
@@ -148,6 +158,19 @@ Player::init()
 }
 
 void
+Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  Scripting::Player* interface = static_cast<Scripting::Player*> (this);
+  Scripting::expose_object(vm, table_idx, interface, "Tux", false);
+}
+
+void
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  Scripting::unexpose_object(vm, table_idx, "Tux");
+}
+
+void
 Player::set_controller(Controller* controller)
 {
   this->controller = controller;
@@ -156,37 +179,15 @@ Player::set_controller(Controller* controller)
 void
 Player::update(float elapsed_time)
 {
-  // do we need to enable gravity again?
-  if(on_ground_flag) {
-    Rect lower = bbox;
-    lower.move(Vector(0, 4.0));
-    if(Sector::current()->is_free_space(lower)) {
-      physic.enable_gravity(true);
-      on_ground_flag = false;
-    }
-  }
-    
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
-  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);
-    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?!?");
-      }
-      grabbed_object->ungrab(*this, dir);
-      grabbed_object = 0;
-    }
+  if(adjust_height != 0) {
+    bbox.move(Vector(0, bbox.get_height() - adjust_height));
+    bbox.set_height(adjust_height);
+    adjust_height = 0;
   }
 
   if(!dying && !deactivated)
@@ -194,22 +195,19 @@ Player::update(float elapsed_time)
 
   movement = physic.get_movement(elapsed_time);
 
-#if 0
-  // special exception for cases where we're stuck under tiles after
-  // being ducked. In this case we drift out
-  if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
-     && collision_object_map(base)) {
-    base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
-    previous_base = old_base = base;
-  }
-#endif
-
-  if(grabbed_object != 0) {
+  if(grabbed_object != NULL && !dying) {
     Vector pos = get_pos() + 
       Vector(dir == LEFT ? -16 : 16,
              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;
 }
 
 bool
@@ -469,6 +467,24 @@ Player::handle_vertical_input()
 void
 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);
+    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 {
+        log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+      }
+      grabbed_object->ungrab(*this, dir);
+      grabbed_object = NULL;
+    }
+  }
   /* Handle horizontal movement: */
   if (!backflipping) handle_horizontal_input();
   else {
@@ -519,18 +535,63 @@ Player::handle_input()
 }
 
 void
-Player::set_bonus(BonusType type, bool animate)
+Player::add_coins(int count)
+{
+  player_status->add_coins(count);
+}
+
+void
+Player::add_bonus(const std::string& bonustype)
 {
-  if(player_status->bonus >= type)
+  if(bonustype == "grow") {
+    add_bonus(GROWUP_BONUS);
+  } else if(bonustype == "fireflower") {
+    add_bonus(FIRE_BONUS);
+  } else if(bonustype == "iceflower") {
+    add_bonus(ICE_BONUS);
+  } else if(bonustype == "none") {
+    add_bonus(NO_BONUS);
+  } else {
+    std::ostringstream msg;
+    msg << "Unknown bonus type "  << bonustype;
+    throw std::runtime_error(msg.str());
+  }
+}
+
+void
+Player::add_bonus(BonusType type, bool animate)
+{
+  // always ignore NO_BONUS
+  if (type == NO_BONUS) {
     return;
-  
+  }
+
+  // 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;
+  }
+
+  set_bonus(type, animate);
+}
+
+void
+Player::set_bonus(BonusType type, bool animate)
+{
   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);
   }
-  
+
+  if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+    player_status->max_fire_bullets = 0;
+    player_status->max_ice_bullets = 0;
+  }
+  if (type == FIRE_BONUS) player_status->max_fire_bullets++;
+  if (type == ICE_BONUS) player_status->max_ice_bullets++;
+
   player_status->bonus = type;
 }
 
@@ -557,7 +618,7 @@ Player::draw(DrawingContext& context)
 {
   if(!visible)
     return;
-  
+
   TuxBodyParts* tux_body;
           
   if (player_status->bonus == GROWUP_BONUS)
@@ -569,7 +630,7 @@ Player::draw(DrawingContext& context)
   else
     tux_body = small_tux;
 
-  int layer = LAYER_OBJECTS + 10;
+  int layer = LAYER_OBJECTS + 1;
 
   /* Set Tux sprite action */
   if (duck && is_big())
@@ -600,7 +661,7 @@ 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");
@@ -659,30 +720,14 @@ Player::draw(DrawingContext& context)
 
   /* Draw Tux */
   if(dying) {
-    smalltux_gameover->draw(context, get_pos(), layer);
+    smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
   } 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)
@@ -707,7 +752,7 @@ void
 Player::collision_tile(uint32_t tile_attributes)
 {
   if(tile_attributes & Tile::HURTS)
-    kill(SHRINK);
+    kill(false);
 }
 
 HitResponse
@@ -720,17 +765,29 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 
   if(other.get_flags() & FLAG_PORTABLE) {
     Portable* portable = dynamic_cast<Portable*> (&other);
-    if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+    assert(portable != NULL);
+    if(portable && grabbed_object == NULL
+        && controller->hold(Controller::ACTION)
         && fabsf(hit.normal.x) > .9) {
       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
@@ -744,16 +801,41 @@ Player::collision(GameObject& other, const CollisionHit& hit)
         floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
       }
 
-      // disable gravity
-      physic.enable_gravity(false);
+      // 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;
   }
 
@@ -773,7 +855,7 @@ 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;
@@ -792,52 +874,52 @@ Player::make_invincible()
 
 /* Kill Player! */
 void
-Player::kill(HurtMode mode)
+Player::kill(bool completely)
 {
   if(dying || deactivated)
     return;
 
-  if(mode != KILL && 
-          (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
+  if(!completely && safe_timer.started() || invincible_timer.started())
     return;                          
   
   sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
 
-  if (mode == SHRINK && is_big())
-    {
-      if (player_status->bonus == FIRE_BONUS
-          || player_status->bonus == ICE_BONUS)
-        {
-          safe_timer.start(TUX_SAFE_TIME);
-          player_status->bonus = GROWUP_BONUS;
-        }
-      else 
-        {
-          growing_timer.start(GROWING_TIME);
-          safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
-          bbox.set_height(31.8);
-          duck = false;
-          player_status->bonus = NO_BONUS;
-        }
+  if(!completely && is_big()) {
+    if(player_status->bonus == FIRE_BONUS
+        || player_status->bonus == ICE_BONUS) {
+      safe_timer.start(TUX_SAFE_TIME);
+      set_bonus(GROWUP_BONUS);
+    } else {
+      //growing_timer.start(GROWING_TIME);
+      safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+      adjust_height = 30.8;
+      duck = false;
+      set_bonus(NO_BONUS);
     }
-  else
+  } else {
+    for (int i = 0; (i < 5) && (i < player_status->coins); i++)
     {
-      physic.enable_gravity(true);
-      physic.set_acceleration(0, 0);
-      physic.set_velocity(0, 700);
-      player_status->lives -= 1;
-      player_status->bonus = NO_BONUS;
-      dying = true;
-      dying_timer.start(3.0);
-      set_group(COLGROUP_DISABLED);
-
-      DisplayEffect* effect = new DisplayEffect();
-      effect->fade_out(3.0);
-      Sector::current()->add_object(effect);
-      sound_manager->stop_music(3.0);
-    }
+      // 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)));
+    }
+    physic.enable_gravity(true);
+    physic.set_acceleration(0, 0);
+    physic.set_velocity(0, 700);
+    player_status->coins -= 25;
+    set_bonus(NO_BONUS);
+    dying = true;
+    dying_timer.start(3.0);
+    set_group(COLGROUP_DISABLED);
+
+    DisplayEffect* effect = new DisplayEffect();
+    effect->fade_out(3.0);
+    Sector::current()->add_object(effect);
+    sound_manager->stop_music(3.0);
+  }
 }
 
 void
@@ -858,18 +940,17 @@ void
 Player::check_bounds(Camera* camera)
 {
   /* Keep tux in 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
-      bbox.set_pos(Vector(0, get_pos().y));
-    }
+  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));
+  }
 
   /* Keep in-bounds, vertically: */
-  if (get_pos().y > Sector::current()->solids->get_height() * 32)
-    {
-      kill(KILL);
-      return;
-    }
+  if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+    kill(true);
+    return;
+  }
 
   bool adjust = false;
   // can happen if back scrolling is disabled
@@ -898,6 +979,12 @@ 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))
@@ -914,6 +1001,8 @@ Player::deactivate()
   deactivated = true;
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
+  physic.set_acceleration_x(0);
+  physic.set_acceleration_y(0);
 }
 
 void
@@ -926,3 +1015,4 @@ void Player::walk(float speed)
 {
   physic.set_velocity_x(speed);
 }
+