Some notes about co-op mode
[supertux.git] / src / object / player.cpp
index b056ecf..86318a5 100644 (file)
 #include "object/sprite_particle.hpp"
 #include "scripting/squirrel_util.hpp"
 #include "supertux/game_session.hpp"
-#include "supertux/main.hpp"
+#include "supertux/globals.hpp"
 #include "supertux/sector.hpp"
 #include "supertux/tile.hpp"
 #include "trigger/climbable.hpp"
 
-#include <cmath>
+#include <math.h>
 
 //#define SWIMMING
 
@@ -154,13 +154,17 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) :
   this->name = name;
   controller = g_main_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");
-  airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
+  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");
@@ -221,7 +225,7 @@ Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
   if (name.empty())
     return;
 
-  Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
+  scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
 }
 
 void
@@ -230,7 +234,7 @@ Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
   if (name.empty())
     return;
 
-  Scripting::unexpose_object(vm, table_idx, name);
+  scripting::unexpose_object(vm, table_idx, name);
 }
 
 float
@@ -277,12 +281,12 @@ Player::do_scripting_controller(std::string control, bool pressed)
 bool
 Player::adjust_height(float new_height)
 {
-  Rect bbox2 = bbox;
+  Rectf 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;
+    Rectf additional_space = bbox2;
     additional_space.set_height(new_height - bbox.get_height());
     if(!Sector::current()->is_free_of_statics(additional_space, this, true))
       return false;
@@ -374,9 +378,7 @@ Player::update(float elapsed_time)
   movement = physic.get_movement(elapsed_time);
 
   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);
+    position_grabbed_object();
   }
 
   if(grabbed_object != NULL && dying){
@@ -391,11 +393,11 @@ Player::update(float elapsed_time)
   ice_this_frame = false;
 
   // when invincible, spawn particles
-  if (invincible_timer.started() && !dying)
+  if (invincible_timer.started())
   {
-    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);
+    if (graphicsRandom.rand(0, 2) == 0) {
+      float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+      float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
       Vector ppos = Vector(px, py);
       Vector pspeed = Vector(0, 0);
       Vector paccel = Vector(0, 0);
@@ -468,9 +470,8 @@ Player::handle_horizontal_input()
     }
   }
 
-  // do not run if action key is pressed or we're holding something
-  // so tux can only walk while shooting
-  if ( controller->hold(Controller::ACTION) || grabbed_object ) {
+  // do not run if we're holding something
+  if ( false /* grabbed_extra_heavy_object */) {
     ax = dirsign * WALK_ACCELERATION_X;
     // limit speed
     if(vx >= MAX_WALK_XM && dirsign > 0) {
@@ -757,6 +758,7 @@ Player::handle_input()
     if(Sector::current()->add_bullet(
          get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
                       : Vector(32, bbox.get_height()/2)),
+         player_status,
          physic.get_velocity_x(), dir))
       shooting_timer.start(SHOOTING_TIME);
   }
@@ -772,29 +774,54 @@ Player::handle_input()
   try_grab();
 
   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_of_movingstatics(dest)) {
-      MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
-      if(moving_object) {
-        moving_object->set_pos(pos);
+    MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+    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();
+      if(dir == LEFT) {
+        dest.p2.x = bbox.get_left() - 1;
+        dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
       } else {
-        log_debug << "Non MovingObject grabbed?!?" << std::endl;
+        dest.p1.x = bbox.get_right() + 1;
+        dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
       }
-      if(controller->hold(Controller::UP)) {
-        grabbed_object->ungrab(*this, UP);
-      } else {
-        grabbed_object->ungrab(*this, dir);
+      if(Sector::current()->is_free_of_movingstatics(dest)) {
+        moving_object->set_pos(dest.p1);
+        if(controller->hold(Controller::UP)) {
+          grabbed_object->ungrab(*this, UP);
+        } else {
+          grabbed_object->ungrab(*this, dir);
+        }
+        grabbed_object = NULL;
       }
-      grabbed_object = NULL;
+    } else {
+      log_debug << "Non MovingObject grabbed?!?" << std::endl;
     }
   }
 }
 
 void
+Player::position_grabbed_object()
+{
+  MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
+  assert(moving_object);
+
+  // Position where we will hold the lower-inner corner
+  Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
+      get_bbox().get_top() + get_bbox().get_height()*0.66666);
+
+  // Adjust to find the grabbed object's upper-left corner
+  if (dir == LEFT)
+    pos.x -= moving_object->get_bbox().get_width();
+  pos.y -= moving_object->get_bbox().get_height();
+
+  grabbed_object->grab(*this, pos, dir);
+}
+
+void
 Player::try_grab()
 {
   if(controller->hold(Controller::ACTION) && !grabbed_object
@@ -826,7 +853,7 @@ Player::try_grab()
       if(moving_object->get_bbox().contains(pos)) {
         if (climbing) stop_climbing(*climbing);
         grabbed_object = portable;
-        grabbed_object->grab(*this, get_pos(), dir);
+        position_grabbed_object();
         break;
       }
     }
@@ -995,7 +1022,7 @@ Player::draw(DrawingContext& context)
     float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
     float py = Sector::current()->camera->get_translation().y;
     py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
-    context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
+    context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
   }
 
   std::string sa_prefix = "";
@@ -1148,6 +1175,7 @@ Player::collision_solid(const CollisionHit& hit)
                                       90-40, 90-20,
                                       Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
                                       LAYER_OBJECTS+1));
+      Sector::current()->camera->shake(.1f, 0, 5);
     }
 
   } else if(hit.top) {
@@ -1177,12 +1205,15 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     return FORCE_MOVE;
   }
 
+  Player* player = dynamic_cast<Player*> (&other);
+  if(player) {
+    return ABORT_MOVE;
+  }
+
   if(hit.left || hit.right) {
     try_grab(); //grab objects right now, in update it will be too late
   }
-#ifdef DEBUG
   assert(dynamic_cast<MovingObject*> (&other) != NULL);
-#endif
   MovingObject* moving_object = static_cast<MovingObject*> (&other);
   if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
     TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
@@ -1225,13 +1256,13 @@ Player::kill(bool completely)
 
   growing = false;
 
-  sound_manager->play("sounds/hurt.wav");
-
   if (climbing) stop_climbing(*climbing);
 
   physic.set_velocity_x(0);
 
   if(!completely && is_big()) {
+    sound_manager->play("sounds/hurt.wav");
+
     if(player_status->bonus == FIRE_BONUS
        || player_status->bonus == ICE_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
@@ -1248,6 +1279,7 @@ Player::kill(bool completely)
       duck = false;
     }
   } else {
+    sound_manager->play("sounds/kill.wav");
 
     // do not die when in edit mode
     if (edit_mode) {
@@ -1255,22 +1287,10 @@ Player::kill(bool completely)
       return;
     }
 
-    if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
-    {
-      for (int i = 0; i < 5; 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)),
-                                                      systemRandom.rand(-100,100)));
-      }
-      player_status->coins -= std::max(player_status->coins/10, 25);
-    }
-    else
-    {
-      GameSession::current()->set_reset_point("", Vector());
-    }
     physic.enable_gravity(true);
+    physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
+    safe_timer.stop();
+    invincible_timer.stop();
     physic.set_acceleration(0, 0);
     physic.set_velocity(0, -700);
     set_bonus(NO_BONUS, true);
@@ -1278,6 +1298,7 @@ Player::kill(bool completely)
     dying_timer.start(3.0);
     set_group(COLGROUP_DISABLED);
 
+    // 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);
   }
@@ -1294,6 +1315,7 @@ Player::move(const Vector& vector)
   else
     set_size(31.8f, 31.8f);
   duck = false;
+  backflipping = false;
   last_ground_y = vector.y;
   if (climbing) stop_climbing(*climbing);
 
@@ -1301,7 +1323,7 @@ Player::move(const Vector& vector)
 }
 
 void
-Player::check_bounds(Camera* camera)
+Player::check_bounds()
 {
   /* Keep tux in sector bounds: */
   if (get_pos().x < 0) {
@@ -1321,17 +1343,6 @@ Player::check_bounds(Camera* camera)
     kill(true);
     return;
   }
-
-  // can happen if back scrolling is disabled
-  if(get_pos().x < camera->get_translation().x) {
-    set_pos(Vector(camera->get_translation().x, get_pos().y));
-  }
-  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));
-  }
 }
 
 void
@@ -1368,7 +1379,7 @@ Player::bounce(BadGuy& )
     physic.set_velocity_y(-300);
 }
 
-//Scripting Functions Below
+//scripting Functions Below
 
 void
 Player::deactivate()