-// $Id$
-//
// 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
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-#ifndef SUPERTUX_PLAYER_H
-#define SUPERTUX_PLAYER_H
-
-#include <vector>
-#include <SDL.h>
-
-#include "timer.hpp"
-#include "direction.hpp"
-#include "video/surface.hpp"
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
-#include "physic.hpp"
-#include "control/controller.hpp"
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#ifndef HEADER_SUPERTUX_OBJECT_PLAYER_HPP
+#define HEADER_SUPERTUX_OBJECT_PLAYER_HPP
+
#include "scripting/player.hpp"
-#include "player_status.hpp"
-#include "display_effect.hpp"
-#include "script_interface.hpp"
-#include "console.hpp"
-#include "coin.hpp"
+#include "sprite/sprite_ptr.hpp"
+#include "supertux/direction.hpp"
+#include "supertux/moving_object.hpp"
+#include "supertux/physic.hpp"
+#include "supertux/player_status.hpp"
+#include "supertux/script_interface.hpp"
+#include "supertux/timer.hpp"
class BadGuy;
class Portable;
+class Climbable;
+class Controller;
+class CodeController;
+class Surface;
+class Timer;
/* Times: */
-static const float TUX_SAFE_TIME = 1.8;
-static const float TUX_INVINCIBLE_TIME = 10.0;
-static const float TUX_INVINCIBLE_TIME_WARNING = 2.0;
-static const float GROWING_TIME = 0.35;
+static const float TUX_SAFE_TIME = 1.8f;
+static const float TUX_INVINCIBLE_TIME = 14.0f;
+static const float TUX_INVINCIBLE_TIME_WARNING = 2.0f;
+static const float GROWING_TIME = 0.35f;
static const int GROWING_FRAMES = 7;
+static const float TUX_BACKFLIP_TIME = 2.1f; // minimum air time that backflip results in a loss of control
class Camera;
class PlayerStatus;
-extern Surface* growingtux_left[GROWING_FRAMES];
-extern Surface* growingtux_right[GROWING_FRAMES];
-
-class TuxBodyParts
-{
-public:
- TuxBodyParts()
- : head(0), body(0), arms(0), feet(0)
- { }
- ~TuxBodyParts() {
- delete head;
- delete body;
- delete arms;
- delete feet;
- }
-
- void set_action(std::string action, int loops = -1);
- void one_time_animation();
- void draw(DrawingContext& context, const Vector& pos, int layer);
-
- Sprite* head;
- Sprite* body;
- Sprite* arms;
- Sprite* feet;
-};
-
-extern TuxBodyParts* small_tux;
-extern TuxBodyParts* big_tux;
-extern TuxBodyParts* fire_tux;
-extern TuxBodyParts* ice_tux;
-
-class Player : public MovingObject, public Scripting::Player, public ScriptInterface
+class Player : public MovingObject,
+ public scripting::Player,
+ public ScriptInterface
{
public:
enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
+ //Tux can only go this fast. If set to 0 no special limit is used, only the default limits.
+ void set_speedlimit(float newlimit);
+ float get_speedlimit();
- Controller* controller;
- PlayerStatus* player_status;
- bool duck;
- bool dead;
-
-private:
- bool dying;
- bool backflipping;
- int backflip_direction;
-
-public:
- Direction dir;
- Direction old_dir;
-
- float last_ground_y;
- FallMode fall_mode;
-
- bool on_ground_flag;
- bool jumping;
- bool can_jump;
- bool butt_jump;
-
- Timer invincible_timer;
- Timer skidding_timer;
- Timer safe_timer;
- Timer kick_timer;
- Timer shooting_timer; // used to show the arm when Tux is shooting
- Timer dying_timer;
- Timer growing_timer;
- Timer idle_timer;
- Timer backflip_timer;
- Physic physic;
-
public:
- Player(PlayerStatus* player_status);
+ Player(PlayerStatus* player_status, const std::string& name);
virtual ~Player();
virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
void set_controller(Controller* controller);
+ /*
+ * Level solved. Don't kill Tux any more.
+ */
+ void set_winning();
+ bool is_winning()
+ {
+ return winning;
+ }
+
Controller* get_controller()
{
return controller;
}
+ void use_scripting_controller(bool use_or_release);
+ void do_scripting_controller(std::string control, bool pressed);
+
virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
+ virtual void collision_solid(const CollisionHit& hit);
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void collision_tile(uint32_t tile_attributes);
{
return dying;
}
-
+ Direction peeking_direction_x() const
+ {
+ return peekingX;
+ }
+
+ Direction peeking_direction_y() const
+ {
+ return peekingY;
+ }
+
void kill(bool completely);
- void check_bounds(Camera* camera);
+ void check_bounds();
void move(const Vector& vector);
- virtual void add_bonus(const std::string& bonus);
+ virtual bool add_bonus(const std::string& bonus);
virtual void add_coins(int count);
- void add_bonus(BonusType type, bool animate = false); /**< picks up a bonus, taking care not to pick up lesser bonus items than we already have */
- void set_bonus(BonusType type, bool animate = false); /**< like add_bonus, but can also downgrade the bonus items carried */
+ virtual int get_coins();
+
+ /**
+ * picks up a bonus, taking care not to pick up lesser bonus items than we already have
+ *
+ * @returns true if the bonus has been set (or was already good enough)
+ * false if the bonus could not be set (for example no space for big tux)
+ */
+ bool add_bonus(BonusType type, bool animate = false);
+ /**
+ * like add_bonus, but can also downgrade the bonus items carried
+ */
+ bool set_bonus(BonusType type, bool animate = false);
+
PlayerStatus* get_status()
{
return player_status;
// set kick animation
void kick();
- /**
+ /**
* play cheer animation.
* This might need some space and behave in an unpredictable way. Best to use this at level end.
*/
void do_jump(float yspeed);
/**
- * Adds velocity to the player (be carefull when using this)
+ * Adds velocity to the player (be careful when using this)
*/
void add_velocity(const Vector& velocity);
*/
void add_velocity(const Vector& velocity, const Vector& end_speed);
+ /**
+ * Returns the current velocity of the player
+ */
+ Vector get_velocity();
+
void bounce(BadGuy& badguy);
bool is_dead() const
{ return dead; }
bool is_big();
+ bool is_stone()
+ { return stone; }
void set_visible(bool visible);
bool get_visible();
Portable* get_grabbed_object() const
{
- return grabbed_object;
+ return grabbed_object;
+ }
+ void stop_grabbing()
+ {
+ grabbed_object = NULL;
}
/**
- * Switches ghost mode on/off.
+ * Switches ghost mode on/off.
* Lets Tux float around and through solid objects.
*/
void set_ghost_mode(bool enable);
/**
+ * Switches edit mode on/off.
+ * In edit mode, Tux will enter ghost_mode instead of dying.
+ */
+ void set_edit_mode(bool enable);
+
+ /**
* Returns whether ghost mode is currently enabled
*/
bool get_ghost_mode() { return ghost_mode; }
*/
bool adjust_height(float new_height);
+ /**
+ * Orders the current GameSession to start a sequence
+ */
+ void trigger_sequence(std::string sequence_name);
+
+ /**
+ * Requests that the player start climbing the given Climbable
+ */
+ void start_climbing(Climbable& climbable);
+
+ /**
+ * Requests that the player stop climbing the given Climbable
+ */
+ void stop_climbing(Climbable& climbable);
+
+ Physic& get_physic() { return physic; }
+
private:
void handle_input();
void handle_input_ghost(); /**< input handling while in ghost mode */
- bool deactivated;
-
+ void handle_input_climbing(); /**< input handling while climbing */
+
void init();
-
+
void handle_horizontal_input();
void handle_vertical_input();
void activate();
void deactivate();
void walk(float speed);
+ void set_dir(bool right);
+
+ void do_jump_apex();
+ void early_jump_apex();
/**
* slows Tux down a little, based on where he's standing
*/
void apply_friction();
+private:
+ bool deactivated;
+
+ Controller* controller;
+ std::unique_ptr<CodeController> scripting_controller; /**< This controller is used when the Player is controlled via scripting */
+ PlayerStatus* player_status;
+ bool duck;
+ bool dead;
+
+private:
+ bool dying;
+ bool winning;
+ bool backflipping;
+ int backflip_direction;
+ Direction peekingX;
+ Direction peekingY;
+ float ability_time;
+ bool stone;
+ bool swimming;
+ float speedlimit;
+ Controller* scripting_controller_old; /**< Saves the old controller while the scripting_controller is used */
+ bool jump_early_apex;
+ bool on_ice;
+ bool ice_this_frame;
+ SpritePtr lightsprite;
+ SpritePtr powersprite;
+
+public:
+ Direction dir;
+ Direction old_dir;
+
+ float last_ground_y;
+ FallMode fall_mode;
+
+ bool on_ground_flag;
+ bool jumping;
+ bool can_jump;
+ Timer jump_button_timer; /**< started when player presses the jump button; runs until Tux jumps or JUMP_GRACE_TIME runs out */
+ bool wants_buttjump;
+ bool does_buttjump;
+
+ Timer invincible_timer;
+ Timer skidding_timer;
+ Timer safe_timer;
+ Timer kick_timer;
+ Timer shooting_timer; // used to show the arm when Tux is shooting
+ Timer ability_timer; // maximum lengh of time that special abilities can last
+ Timer cooldown_timer; // minimum time period between successive uses of a special ability
+ Timer dying_timer;
+ bool growing;
+ Timer backflip_timer;
+
+ Physic physic;
+
bool visible;
Portable* grabbed_object;
- Sprite* smalltux_gameover;
- Sprite* smalltux_star;
- Sprite* bigtux_star;
+ SpritePtr sprite; /**< The main sprite representing Tux */
+
+ SurfacePtr airarrow; /**< arrow indicating Tux' position when he's above the camera */
+
Vector floor_normal;
+ void position_grabbed_object();
+ void try_grab();
bool ghost_mode; /**< indicates if Tux should float around and through solid objects */
+ bool edit_mode; /**< indicates if Tux should switch to ghost mode rather than dying */
Timer unduck_hurt_timer; /**< if Tux wants to stand up again after ducking and cannot, this timer is started */
+
+ Timer idle_timer;
+ unsigned int idle_stage;
+
+ Climbable* climbing; /**< Climbable object we are currently climbing, null if none */
+
+private:
+ Player(const Player&);
+ Player& operator=(const Player&);
};
#endif /*SUPERTUX_PLAYER_H*/
+
+/* EOF */