updated squirrel version
[supertux.git] / src / object / player.cpp
index e2b8a88..9bf0c13 100644 (file)
 #include <iostream>
 #include <cassert>
 
-#include "app/globals.h"
-#include "app/gettext.h"
-#include "special/sprite_manager.h"
+#include "gettext.h"
+#include "sprite/sprite_manager.h"
+#include "audio/sound_manager.h"
 #include "player.h"
 #include "tile.h"
-#include "player_status.h"
-#include "special/sprite.h"
+#include "sprite/sprite.h"
 #include "sector.h"
 #include "resources.h"
 #include "video/screen.h"
 #include "statistics.h"
-#include "gameloop.h"
+#include "game_session.h"
 #include "object/tilemap.h"
 #include "object/camera.h"
 #include "object/gameobjs.h"
 #include "object/portable.h"
 #include "trigger/trigger_base.h"
+#include "control/joystickkeyboardcontroller.h"
+#include "main.h"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -65,39 +66,6 @@ TuxBodyParts* big_tux = 0;
 TuxBodyParts* fire_tux = 0;
 TuxBodyParts* ice_tux = 0;
 
-PlayerKeymap keymap;
-
-PlayerKeymap::PlayerKeymap()
-{
-  keymap.up    = SDLK_UP;
-  keymap.down  = SDLK_DOWN;
-  keymap.left  = SDLK_LEFT;
-  keymap.right = SDLK_RIGHT;
-
-  keymap.power = SDLK_LCTRL;
-  keymap.jump  = SDLK_SPACE;
-}
-
-PlayerInputType::PlayerInputType()
-{
-  reset();
-}
-
-void
-PlayerInputType::reset()
-{
-  up = false;
-  old_up = false;
-  down = false;
-  fire = false;
-  old_fire = false;
-  left = false;
-  right = false;
-  jump = false;
-  old_jump = false;
-  activate = false;
-}
-
 void
 TuxBodyParts::set_action(std::string action, int loops)
 {
@@ -112,22 +80,22 @@ TuxBodyParts::set_action(std::string action, int loops)
 }
 
 void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
-                  Uint32 drawing_effect)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
 {
   if(head != NULL)
-    head->draw(context, pos, layer-1, drawing_effect);
+    head->draw(context, pos, layer-1);
   if(body != NULL)
-    body->draw(context, pos, layer-3, drawing_effect);
+    body->draw(context, pos, layer-3);
   if(arms != NULL)
-    arms->draw(context, pos, layer,   drawing_effect);
+    arms->draw(context, pos, layer);
   if(feet != NULL)
-    feet->draw(context, pos, layer-2, drawing_effect);
+    feet->draw(context, pos, layer-2);
 }
 
-Player::Player()
-  : grabbed_object(0)
+Player::Player(PlayerStatus* _player_status)
+  : player_status(_player_status), grabbed_object(0)
 {
+  controller = main_controller;
   smalltux_gameover = sprite_manager->create("smalltux-gameover");
   smalltux_star = sprite_manager->create("smalltux-star");
   bigtux_star = sprite_manager->create("bigtux-star");
@@ -144,10 +112,10 @@ Player::~Player()
 void
 Player::init()
 {
-  bbox.set_size(31.8, 31.8);
-
-  size = SMALL;
-  got_power = NONE_POWER;
+  if(is_big())
+    bbox.set_size(31.8, 63.8);
+  else
+    bbox.set_size(31.8, 31.8);
 
   dir = RIGHT;
   old_dir = dir;
@@ -168,7 +136,7 @@ Player::init()
   flapping_velocity = 0;
 
   // temporary to help player's choosing a flapping
-  flapping_mode = MAREK_FLAP;
+  flapping_mode = NO_FLAP;
 
   // Ricardo's flapping
   flaps_nb = 0;
@@ -176,88 +144,24 @@ Player::init()
   on_ground_flag = false;
   grabbed_object = 0;
 
-  input.reset();
   physic.reset();
 }
 
-bool
-Player::key_event(SDLKey key, bool state)
-{
-  idle_timer.start(IDLE_TIME, true);
-
-  if(key == keymap.right)
-    {
-      input.right = state;
-      return true;
-    }
-  else if(key == keymap.left)
-    {
-      input.left = state;
-      return true;
-    }
-  else if(key == keymap.up)
-    {
-      if(state == false)
-        input.old_up = false;
-      input.up = state;
-      /* Up key also opens activates stuff */
-      input.activate = state;
-      return true;
-    }
-  else if(key == keymap.down)
-    {
-      input.down = state;
-      return true;
-    }
-  else if(key == keymap.power)
-    {
-      if(state == false)
-        input.old_fire = false;
-      input.fire = state;
-
-      return true;
-    }
-  else if(key == keymap.jump)
-    {
-      if(state == false)
-        input.old_jump = false;
-      input.jump = state;
-      return true;
-    }
-  else
-    return false;
-}
-
 void
-Player::level_begin()
-{
-  move(Vector(100, 170));
-  duck = false;
-
-  dying = false;
-
-  input.reset();
-
-  on_ground_flag = false;
-
-  physic.reset();
-}
-
-PlayerStatus&
-Player::get_status()
+Player::set_controller(Controller* controller)
 {
-  return player_status;
+  this->controller = controller;
 }
 
 void
-Player::action(float elapsed_time)
+Player::update(float elapsed_time)
 {
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
-  if(input.fire == false && grabbed_object) {
+  if(!controller->hold(Controller::ACTION) && grabbed_object) {
     grabbed_object = 0;
     // move the grabbed object a bit away from tux
     Vector pos = get_pos() + 
@@ -303,6 +207,15 @@ Player::on_ground()
   return on_ground_flag;
 }
 
+bool
+Player::is_big()
+{
+  if(player_status->bonus == NO_BONUS)
+    return false;
+
+  return true;
+}
+
 void
 Player::handle_horizontal_input()
 {
@@ -313,18 +226,19 @@ Player::handle_horizontal_input()
 
   float dirsign = 0;
   if(!duck || physic.get_velocity_y() != 0) {
-    if(input.left && !input.right) {
+    if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = LEFT;
       dirsign = -1;
-    } else if(!input.left && input.right) {
+    } else if(!controller->hold(Controller::LEFT)
+              && controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = RIGHT;
       dirsign = 1;
     }
   }
 
-  if (!input.fire) {
+  if (!controller->hold(Controller::ACTION)) {
     ax = dirsign * WALK_ACCELERATION_X;
     // limit speed
     if(vx >= MAX_WALK_XM && dirsign > 0) {
@@ -356,7 +270,7 @@ Player::handle_horizontal_input()
     // let's skid!
     if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
       skidding_timer.start(SKID_TIME);
-      SoundManager::get()->play_sound(IDToSound(SND_SKID));
+      sound_manager->play("sounds/skid.wav");
       // dust some partcles
       Sector::current()->add_object(
         new Particles(
@@ -430,197 +344,185 @@ Player::handle_vertical_input()
     flapping = false;
     falling_from_flap = false;
     if (flapping_timer.started()) {
-      flapping_timer.start(0);
+      flapping_timer.stop();
     }
 
     physic.set_acceleration_y(0); //for flapping
   }
 
   // Press jump key
-  if(input.jump && can_jump && on_ground())
+  if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
+    if (duck) // only jump a little bit when in duck mode
+      physic.set_velocity_y(300);
+    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;
+    flapping = false;
+    can_jump = false;
+    can_flap = false;
+    flaps_nb = 0; // Ricardo's flapping
+    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 (!flapping && !duck && !falling_from_flap && !on_ground()) {
+      can_flap = true;
+    }
+    if (jumping && physic.get_velocity_y() > 0) {
+      jumping = false;
+      physic.set_velocity_y(0);
+    }
+  }
+#if CHOOSEFLAPSTYLE
+  // temporary to help players choosing a flapping
+  if(flapping_mode == RICARDO_FLAP) {
+    // Flapping, Ricardo's version
+    // similar to SM3 Fox
+    if(controller->pressed(Controller::JUMP) && can_flap && flaps_nb < 3) {
+      physic.set_velocity_y(350);
+      physic.set_velocity_x(physic.get_velocity_x() * 35);
+      flaps_nb++;
+    }
+  } else if(flapping_mode == MAREK_FLAP) {
+#endif
+    // Flapping, Marek and Ondra's version
+    if (controller->hold(Controller::JUMP) && can_flap)
     {
-      if(duck) { // only jump a little bit when in duck mode {
-        physic.set_velocity_y(300);
-      } else {
-        // jump higher if we are running
-        if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
-          physic.set_velocity_y(580);
-        else
-          physic.set_velocity_y(520);
+      if (flapping_timer.check()) 
+      {
+        can_flap = false;
+        //flapping = false;
+        falling_from_flap = true;
+      }
+      else if (!flapping_timer.started())
+      {
+        flapping_timer.start(TUX_FLAPPING_TIME);
+        flapping_velocity = physic.get_velocity_x();
       }
-
-      //bbox.move(Vector(0, -1));
-      jumping = true;
-      flapping = false;
-      can_jump = false;
-      can_flap = false;
-      flaps_nb = 0; // Ricardo's flapping
-      if (size == SMALL)
-        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
       else
-        SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
+      {
+        jumping = true;
+        flapping = true;
+        float cv = flapping_velocity * sqrt(
+          TUX_FLAPPING_TIME - flapping_timer.get_timegone() 
+          / TUX_FLAPPING_TIME);
+      
+        //Handle change of direction while flapping
+        if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
+          cv *= (-1);
+        }
+        else if (cv == 0) {
+          if (controller->hold(Controller::LEFT)) {
+               cv = -TUX_FLAPPING_LEAST_X;
+          }
+          else if (controller->hold(Controller::RIGHT)) {
+            cv = TUX_FLAPPING_LEAST_X;
+          }
+        }
+        physic.set_velocity_x(cv);
+        physic.set_velocity_y(flapping_timer.get_timegone()
+            * TUX_FLAPPING_STRENGTH);
+        //std::cout << "Timegone: " << flapping_timer.get_timegone() << ", Y velocity: " << physic.get_velocity_y() << "\n";
+      }
     }
-  // Let go of jump key
-  else if(!input.jump)
+#if CHOOSEFLAPSTYLE
+  } else if(flapping_mode == RYAN_FLAP) {
+    // Flapping, Ryan's version
+    if (controller->hold(Controller::JUMP) && can_flap)
     {
-      if (!flapping && !duck && !falling_from_flap && !on_ground())
-         {
-            can_flap = true;
-         }
-      if (jumping && physic.get_velocity_y() > 0)
-         {
-            jumping = false;
-            physic.set_velocity_y(0);
-         }
-    }
-
- // temporary to help player's choosing a flapping
- if(flapping_mode == RICARDO_FLAP)
-   {
-   // Flapping, Ricardo's version
-   // similar to SM3 Fox
-   if(input.jump && !input.old_jump && can_flap && flaps_nb < 3)
-     {
-       physic.set_velocity_y(350);
-       physic.set_velocity_x(physic.get_velocity_x() * 35);
-       flaps_nb++;
-     }
-   }
-  else if(flapping_mode == MAREK_FLAP)
-   {
-   // Flapping, Marek's version
-   if (input.jump && can_flap)
-     {
-         if (!flapping_timer.started())
-            {
-               flapping_timer.start(TUX_FLAPPING_TIME);
-               flapping_velocity = physic.get_velocity_x();
-            }
-         if (flapping_timer.check()) 
-            {
-               can_flap = false;
-               falling_from_flap = true;
-            }
-         jumping = true;
-         flapping = true;
-         if (!flapping_timer.check()) {
-           float cv = flapping_velocity * sqrt(
-               TUX_FLAPPING_TIME - flapping_timer.get_timegone() 
-               / TUX_FLAPPING_TIME);
-
-           //Handle change of direction while flapping
-           if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
-             cv *= (-1);
-           }
-           physic.set_velocity_x(cv);
-           physic.set_velocity_y(
-               flapping_timer.get_timegone()/.850);
-         }
-     }
-   }
-  else if(flapping_mode == RYAN_FLAP)
-   {
-   // Flapping, Ryan's version
-   if (input.jump && can_flap)
-     {
-         if (!flapping_timer.started())
-            {
-               flapping_timer.start(TUX_FLAPPING_TIME);
-            }
-         if (flapping_timer.check()) 
-            {
-               can_flap = false;
-               falling_from_flap = true;
-            }
-         jumping = true;
-         flapping = true;
-         if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
-                && physic.get_velocity_y() < 0)
-            {
-               float gravity = Sector::current()->gravity;
-               (void)gravity;
-               float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
-
-               // XXX: magic numbers. should be a percent of gravity
-               //      gravity is (by default) -0.1f
-               physic.set_acceleration_y(12 + 1*xr);
-
+      if (!flapping_timer.started())
+      {
+        flapping_timer.start(TUX_FLAPPING_TIME);
+      }
+      if (flapping_timer.check()) 
+      {
+        can_flap = false;
+        falling_from_flap = true;
+      }
+      jumping = true;
+      flapping = true;
+      if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
+          && physic.get_velocity_y() < 0)
+      {
+        float gravity = Sector::current()->gravity;
+        (void)gravity;
+        float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
+        
+        // XXX: magic numbers. should be a percent of gravity
+        //      gravity is (by default) -0.1f
+        physic.set_acceleration_y(12 + 1*xr);
+        
 #if 0
-               // To slow down x-vel when flapping (not working)
-               if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
-               {
-                   if (physic.get_velocity_x() < 0)
-                       physic.set_acceleration_x(1.0f);
-                   else if (physic.get_velocity_x() > 0)
-                       physic.set_acceleration_x(-1.0f);
-               }
+        // To slow down x-vel when flapping (not working)
+        if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
+        {
+          if (physic.get_velocity_x() < 0)
+            physic.set_acceleration_x(1.0f);
+          else if (physic.get_velocity_x() > 0)
+            physic.set_acceleration_x(-1.0f);
+        }
 #endif
-            }
-     }
-    else
-     {
-        physic.set_acceleration_y(0);
-     }
-   }
-
-#if 0
-   /* In case the player has pressed Down while in a certain range of air,
-      enable butt jump action */
-  if (input.down && !butt_jump && !duck)
-    if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
-      butt_jump = true;
+      }
+    } else {
+      physic.set_acceleration_y(0);
+    }
+  }
 #endif
 
-   /* When Down is not held anymore, disable butt jump */
-  if(butt_jump && !input.down)
+  /* 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)
+    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() && size == BIG)
-  {
+  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));
+        Vector(get_pos().x - 32, get_pos().y + 32));
     
     butt_jump = false;
-
-#if 0
+    
     // 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))
-    {
+         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;
     }
-#endif
-
-#if 0
+    
     // Kill nearby badguys
     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
          i != gameobjects.end();
-         i++)
-    {
+         i++) {
       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      if(badguy)
-      {
+      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);
-          }
+           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
   }
+#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
@@ -639,10 +541,6 @@ Player::handle_vertical_input()
       can_jump = true;
     }
 #endif
-
-  // FIXME: why the heck is this here and not somewhere where the keys are
-  // checked?!?
-  input.old_jump = input.jump;
 }
 
 void
@@ -652,62 +550,58 @@ Player::handle_input()
   handle_horizontal_input();
 
   /* Jump/jumping? */
-  if (on_ground() && !input.jump)
+  if (on_ground() && !controller->hold(Controller::JUMP))
     can_jump = true;
   handle_vertical_input();
 
   /* Shoot! */
-  if (input.fire && !input.old_fire && got_power != NONE_POWER) {
+  if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
     if(Sector::current()->add_bullet(
-//           get_pos() + 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))
+         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);
-    // FIXME: why the heck is this here
-    input.old_fire = false;
   }
-
+  
   /* Duck! */
-  if (input.down && size == BIG && !duck 
-      && physic.get_velocity_y() == 0 && on_ground())
-    {
-      duck = true;
+  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) {
+    // try if we can really unduck
+    bbox.move(Vector(0, -32));
+    bbox.set_height(63.8);
+    duck = false;
+    // FIXME
+#if 0
+    // when unducking in air we need some space to do so
+    if(on_ground() || !collision_object_map(bbox)) {
+      duck = false;
+    } else {
+      // undo the ducking changes
       bbox.move(Vector(0, 32));
       bbox.set_height(31.8);
     }
-  else if(!input.down && size == BIG && duck)
-    {
-      // try if we can really unduck
-      bbox.move(Vector(0, -32));
-      bbox.set_height(63.8);
-      duck = false;
-      // FIXME
-#if 0
-      // when unducking in air we need some space to do so
-      if(on_ground() || !collision_object_map(bbox)) {
-        duck = false;
-      } else {
-        // undo the ducking changes
-        bbox.move(Vector(0, 32));
-        bbox.set_height(31.8);
-      }
 #endif
-    }
+  }
 }
 
 void
-Player::grow(bool animate)
+Player::set_bonus(BonusType type, bool animate)
 {
-  if(size == BIG)
+  if(player_status->bonus >= type)
     return;
   
-  size = BIG;
-  bbox.set_height(63.8);
-  bbox.move(Vector(0, -32));
-
-  if(animate)
-    growing_timer.start(GROWING_TIME);
+  if(player_status->bonus == NO_BONUS) {
+    bbox.set_height(63.8);
+    bbox.move(Vector(0, -32));
+    if(animate)
+      growing_timer.start(GROWING_TIME);
+  }
+  
+  player_status->bonus = type;
 }
 
 void
@@ -715,19 +609,19 @@ Player::draw(DrawingContext& context)
 {
   TuxBodyParts* tux_body;
           
-  if (size == SMALL)
-    tux_body = small_tux;
-  else if (got_power == FIRE_POWER)
+  if (player_status->bonus == GROWUP_BONUS)
+    tux_body = big_tux;
+  else if (player_status->bonus == FIRE_BONUS)
     tux_body = fire_tux;
-  else if (got_power == ICE_POWER)
+  else if (player_status->bonus == ICE_BONUS)
     tux_body = ice_tux;
   else
-    tux_body = big_tux;
+    tux_body = small_tux;
 
   int layer = LAYER_OBJECTS + 10;
 
   /* Set Tux sprite action */
-  if (duck && size == BIG)
+  if (duck && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("duck-left");
@@ -748,7 +642,7 @@ Player::draw(DrawingContext& context)
     else // dir == RIGHT
       tux_body->set_action("kick-right");
     }
-  else if (butt_jump && size == BIG)
+  else if (butt_jump && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("buttjump-left");
@@ -782,7 +676,7 @@ Player::draw(DrawingContext& context)
 
   if(idle_timer.check())
     {
-    if(size == BIG)
+    if(is_big())
       {
       if(dir == LEFT)
         tux_body->head->set_action("idle-left", 1);
@@ -816,7 +710,7 @@ Player::draw(DrawingContext& context)
   if(dying) {
     smalltux_gameover->draw(context, get_pos(), layer);
   } else if(growing_timer.get_timeleft() > 0) {
-    if(size == SMALL)
+    if(!is_big())
       {
       if (dir == RIGHT)
         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
@@ -851,24 +745,19 @@ Player::draw(DrawingContext& context)
       || size_t(global_time*20)%2)
      && !dying)
   {
-    if (size == SMALL || duck)
+    if (!is_big() || duck)
       smalltux_star->draw(context, get_pos(), layer + 5);
     else
       bigtux_star->draw(context, get_pos(), layer + 5);
-  }
-  if (debug_mode)
-    context.draw_filled_rect(get_pos(),
-        Vector(bbox.get_width(), bbox.get_height()),
-        Color(75,75,75, 150), LAYER_OBJECTS+20);
+  } 
 }
 
 HitResponse
 Player::collision(GameObject& other, const CollisionHit& hit)
 {
   Portable* portable = dynamic_cast<Portable*> (&other);
-  if(portable && grabbed_object == 0 && input.fire
-        && fabsf(hit.normal.x) > .9) {
+  if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+     && fabsf(hit.normal.x) > .9) {
     grabbed_object = portable;
     return CONTINUE;
   }
@@ -891,7 +780,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 
   TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
   if(trigger) {
-    if(input.up && !input.old_up)
+    if(controller->pressed(Controller::UP))
       trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
   }
 
@@ -901,7 +790,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 void
 Player::make_invincible()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+  sound_manager->play("sounds/invincible.wav");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
   Sector::current()->play_music(HERRING_MUSIC);               
 }
@@ -913,27 +802,29 @@ Player::kill(HurtMode mode)
   if(dying)
     return;
 
-  if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+  if(mode != KILL && 
+          safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
     return;                          
   
-  SoundManager::get()->play_sound(IDToSound(SND_HURT));
+  sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
 
-  if (mode == SHRINK && size == BIG)
+  if (mode == SHRINK && is_big())
     {
-      if (got_power != NONE_POWER)
+      if (player_status->bonus == FIRE_BONUS
+          || player_status->bonus == ICE_BONUS)
         {
           safe_timer.start(TUX_SAFE_TIME);
-          got_power = NONE_POWER;
+          player_status->bonus = GROWUP_BONUS;
         }
-      else
+      else 
         {
           growing_timer.start(GROWING_TIME);
           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
-          size = SMALL;
           bbox.set_height(31.8);
           duck = false;
+          player_status->bonus = NO_BONUS;
         }
     }
   else
@@ -941,26 +832,27 @@ Player::kill(HurtMode mode)
       physic.enable_gravity(true);
       physic.set_acceleration(0, 0);
       physic.set_velocity(0, 700);
-      --player_status.lives;
+      player_status->lives -= 1;
+      player_status->bonus = NO_BONUS;
       dying = true;
       dying_timer.start(3.0);
       flags |= FLAG_NO_COLLDET;
     }
 }
 
-/* Remove Tux's power ups */
-void
-Player::remove_powerups()
-{
-  got_power = NONE_POWER;
-  size = SMALL;
-  bbox.set_height(31.8);
-}
-
 void
 Player::move(const Vector& vector)
 {
   bbox.set_pos(vector);
+  if(is_big())
+    bbox.set_size(31.8, 63.8);
+  else
+    bbox.set_size(31.8, 31.8);
+  on_ground_flag = false;
+  duck = false;
+  last_ground_y = vector.y;
+
+  physic.reset();
 }
 
 void
@@ -986,10 +878,10 @@ Player::check_bounds(Camera* camera)
     bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
     adjust = true;
   }
-  if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width())
+  if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
     bbox.set_pos(Vector(
-          camera->get_translation().x + screen->w - bbox.get_width(),
+          camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
           get_pos().y));
     adjust = true;
   }
@@ -1013,9 +905,9 @@ Player::bounce(BadGuy& )
   flapping = false;
   falling_from_flap = false;
   
-  if (input.jump)
+  if(controller->hold(Controller::JUMP))
     physic.set_velocity_y(520);
   else
-    physic.set_velocity_y(200);
+    physic.set_velocity_y(300);
 }