some comments about collision detection
[supertux.git] / src / object / player.cpp
index 91013b1..8004608 100644 (file)
@@ -102,13 +102,18 @@ 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)
 {
   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();
 }
 
@@ -145,7 +150,7 @@ Player::init()
   visible = true;
   
   on_ground_flag = false;
-  grabbed_object = 0;
+  grabbed_object = NULL;
 
   floor_normal = Vector(0,-1);
 
@@ -153,14 +158,14 @@ Player::init()
 }
 
 void
-Player::expose(HSQUIRRELVM vm, int table_idx)
+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, int table_idx)
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
   Scripting::unexpose_object(vm, table_idx, "Tux");
 }
@@ -185,45 +190,22 @@ Player::update(float elapsed_time)
     adjust_height = 0;
   }
 
-  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 = 0;
-    }
-  }
-
   if(!dying && !deactivated)
     handle_input();
 
   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;
 }
@@ -485,6 +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 {
@@ -543,19 +543,19 @@ Player::add_coins(int count)
 void
 Player::add_bonus(const std::string& bonustype)
 {
-  if(bonustype == "grow")
+  if(bonustype == "grow") {
     add_bonus(GROWUP_BONUS);
-  else if(bonustype == "fireflower")
+  } else if(bonustype == "fireflower") {
     add_bonus(FIRE_BONUS);
-  else if(bonustype == "iceflower")
+  } else if(bonustype == "iceflower") {
     add_bonus(ICE_BONUS);
-  else if(bonustype == "none")
+  } else if(bonustype == "none") {
     add_bonus(NO_BONUS);
-  
-  
-  std::ostringstream msg;
-  msg << "Unknown bonus type "  << bonustype;
-  throw std::runtime_error(msg.str());
+  } else {
+    std::ostringstream msg;
+    msg << "Unknown bonus type "  << bonustype;
+    throw std::runtime_error(msg.str());
+  }
 }
 
 void
@@ -752,7 +752,7 @@ void
 Player::collision_tile(uint32_t tile_attributes)
 {
   if(tile_attributes & Tile::HURTS)
-    kill(SHRINK);
+    kill(false);
 }
 
 HitResponse
@@ -765,9 +765,12 @@ 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;
     }
   }
@@ -852,7 +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;
@@ -871,61 +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);
-         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);
-        }
+  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++)
     {
-//       systemRandom.srand(time(0));// 060422 PAK: gone for repeatibility
-      int i;
-      for (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() + 
+      // 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);
     }
+    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
@@ -946,18 +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
@@ -1008,6 +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