more fixes
[supertux.git] / src / player.cpp
index 20a05d4..bb033ad 100644 (file)
@@ -21,8 +21,8 @@
 #include <iostream>
 #include <cassert>
 
-#include "gameloop.h"
 #include "app/globals.h"
+#include "app/gettext.h"
 #include "player.h"
 #include "defines.h"
 #include "scene.h"
@@ -36,6 +36,7 @@
 #include "interactive_object.h"
 #include "video/screen.h"
 #include "statistics.h"
+#include "gameloop.h"
 
 // behavior definitions:
 #define TILES_FOR_BUTTJUMP 3
@@ -66,23 +67,25 @@ PlayerKeymap keymap;
 
 PlayerKeymap::PlayerKeymap()
 {
-  keymap.jump  = SDLK_SPACE;
-  keymap.activate = SDLK_UP;
-  keymap.duck  = SDLK_DOWN;
+  keymap.up    = SDLK_UP;
+  keymap.down  = SDLK_DOWN;
   keymap.left  = SDLK_LEFT;
   keymap.right = SDLK_RIGHT;
-  keymap.fire  = SDLK_LCTRL;
+
+  keymap.power = SDLK_LCTRL;
+  keymap.jump  = SDLK_LALT;
 }
 
 void player_input_init(player_input_type* pplayer_input)
 {
+  pplayer_input->up = UP;
   pplayer_input->down = UP;
   pplayer_input->fire = UP;
   pplayer_input->left = UP;
   pplayer_input->old_fire = UP;
   pplayer_input->right = UP;
-  pplayer_input->up = UP;
-  pplayer_input->old_up = UP;
+  pplayer_input->jump = UP;
+  pplayer_input->old_jump = UP;
   pplayer_input->activate = UP;
 }
 
@@ -161,9 +164,18 @@ Player::init()
   flapping = false;
   can_jump = true;
   can_flap = false;
+  falling_from_flap = false;
   enable_hover = false;
   butt_jump = false;
   
+  flapping_velocity = 0;
+
+  // temporary to help player's choosing a flapping
+  flapping_mode = MAREK_FLAP;
+
+  // Ricardo's flapping
+  flaps_nb = 0;
+
   frame_main = 0;
   frame_ = 0;
 
@@ -197,38 +209,44 @@ Player::key_event(SDLKey key, int state)
       input.left = state;
       return true;
     }
-  else if(key == keymap.jump)
+  else if(key == keymap.up)
     {
       input.up = state;
+
+      /* Up key also opens activates stuff */
+      input.activate = state;
+
+      if(state == DOWN) {
+        /** check for interactive objects */
+        for(Sector::InteractiveObjects::iterator i 
+            = Sector::current()->interactive_objects.begin();
+            i != Sector::current()->interactive_objects.end(); ++i) {
+          if(rectcollision(base, (*i)->get_area())) {
+            (*i)->interaction(INTERACTION_ACTIVATE);
+          }
+        }
+      }
+
       return true;
     }
-  else if(key == keymap.duck)
+  else if(key == keymap.down)
     {
       input.down = state;
       return true;
     }
-  else if(key == keymap.fire)
+  else if(key == keymap.power)
     {
       if (state == UP)
         input.old_fire = UP;
       input.fire = state;
+
       return true;
     }
-  else if(key == keymap.activate)
+  else if(key == keymap.jump)
     {
-      input.activate = state;
-
-      if(state == DOWN) {
-        /** check for interactive objects */
-        for(Sector::InteractiveObjects::iterator i 
-            = Sector::current()->interactive_objects.begin();
-            i != Sector::current()->interactive_objects.end(); ++i) {
-          if(rectcollision(base, (*i)->get_area())) {
-            (*i)->interaction(INTERACTION_ACTIVATE);
-          }
-        }
-      }
-      
+      if (state == UP)
+        input.old_jump = UP;
+      input.jump = state;
       return true;
     }
   else
@@ -318,6 +336,7 @@ Player::action(float elapsed_time)
               physic.set_velocity_y(0);
               jumped_in_solid = true;
               jumping = false;
+              flapping = false;
             }
         }
       else
@@ -332,7 +351,18 @@ Player::action(float elapsed_time)
           physic.enable_gravity(false);
           /* Reset score multiplier (for multi-hits): */
           if (!invincible_timer.started())
+            {
+            if(player_status.score_multiplier > player_status.max_score_multiplier)
+              {
+              player_status.max_score_multiplier = player_status.score_multiplier;
+
+              // show a message
+              char str[124];
+              sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
+              Sector::current()->add_floating_text(base, str);
+              }
             player_status.score_multiplier = 1;
+            }
         }
 
       if(jumped_in_solid)
@@ -377,6 +407,7 @@ Player::action(float elapsed_time)
             {
               /* Make sure jumping is off. */
               jumping = false;
+              flapping = false;
             }
         }
     }
@@ -466,15 +497,27 @@ Player::handle_horizontal_input()
   }
 
   // changing directions?
-  if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
-      if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
+  if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
+    {
+      // let's skid!
+      if(fabs(vx)>SKID_XM && !skidding_timer.check())
+        {
           skidding_timer.start(SKID_TIME);
           SoundManager::get()->play_sound(IDToSound(SND_SKID));
+          // dust some partcles
+          Sector::current()->add_particles(
+              Vector(base.x + (dir == RIGHT ? base.width : 0), base.y+base.height),
+              dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
+              Vector(2.8,-2.6), Vector(0,0.030), 3, Color(100,100,100), 3, 800,
+              LAYER_OBJECTS+1);
+
           ax *= 2.5;
-      } else {
+        }
+      else
+        {
           ax *= 2;
-      }
-  }
+        }
+    }
 
   // we get slower when not pressing any keys
   if(dirsign == 0) {
@@ -508,6 +551,7 @@ Player::handle_horizontal_input()
 void
 Player::handle_vertical_input()
 {
+  
   // set fall mode...
   if(on_ground()) {
     fall_mode = ON_GROUND;
@@ -520,7 +564,7 @@ Player::handle_vertical_input()
   }
 
   // Press jump key
-  if(input.up == DOWN && can_jump && on_ground())
+  if(input.jump == DOWN && can_jump && on_ground())
     {
       if(duck) { // only jump a little bit when in duck mode {
         physic.set_velocity_y(3);
@@ -537,39 +581,118 @@ Player::handle_vertical_input()
       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));
     }
   // Let go of jump key
-  else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
+  else if(input.jump == UP)
     {
-      if (!flapping && !duck)
+      if (!flapping && !duck && !falling_from_flap && !on_ground())
          {
             can_flap = true;
          }
-      jumping = false;
-      physic.set_velocity_y(0);
+      if (jumping && physic.get_velocity_y() > 0)
+         {
+            jumping = false;
+            physic.set_velocity_y(0);
+         }
     }
-   
-   // Flapping
-   if (input.up == DOWN && can_flap)
+
+ // temporary to help player's choosing a flapping
+ if(flapping_mode == RICARDO_FLAP)
+   {
+   // Flapping, Ricardo's version
+   // similar to SM3 Fox
+   if(input.jump == DOWN && input.old_jump == UP && can_flap &&
+     flaps_nb < 3)
      {
-         if (!flapping_timer.started()) {flapping_timer.start(TUX_FLAPPING_TIME);}
-         if (!flapping_timer.check()) {can_flap = false;}
+       physic.set_velocity_y(3.5);
+       physic.set_velocity_x(physic.get_velocity_x() * 0.35);
+       flaps_nb++;
+     }
+   }
+  else if(flapping_mode == MAREK_FLAP)
+   {
+   // Flapping, Marek's version
+   if (input.jump == DOWN && 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.get_gone() <= TUX_FLAPPING_TIME)
             {
-               physic.set_velocity_y((float)flapping_timer.get_gone()/450);
+               float cv;
+               if (flapping_velocity == 0) {cv = 0;}
+               else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(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((float)flapping_timer.get_gone()/850);
             }
      }
-   
+   }
+  else if(flapping_mode == RYAN_FLAP)
+   {
+   // Flapping, Ryan's version
+   if (input.jump == DOWN && 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_gone() <= 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 + .01f*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);
+               }
+#endif
+            }
+     }
+    else
+     {
+        physic.set_acceleration_y(0);
+     }
+   }
+
+
    // Hover
    //(disabled by default, use cheat code "hover" to toggle on/off)
    //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
-   if (enable_hover && input.up == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+   if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
       {
          physic.set_velocity_y(-1);
       }
@@ -614,12 +737,14 @@ Player::handle_vertical_input()
       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
       if(badguy)
       {
-        
-       if (fabsf(base.x - badguy->base.x) < 150 &&
-            fabsf(base.y - badguy->base.y) < 60 &&
-            (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
-              issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
-          badguy->kill_me(25);
+        // 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);
+          }
       }
     }
   }
@@ -629,16 +754,23 @@ Player::handle_vertical_input()
         issolid(base.x + base.width - 1, base.y + base.height + 64))
        && jumping  == false
        && can_jump == false
-       && input.up == DOWN
-       && input.old_up == UP)
+       && input.jump == DOWN
+       && input.old_jump == UP)
     {
       can_jump = true;
     }
 
   if(on_ground())   /* Make sure jumping is off. */
-    jumping = false;
+    {
+      jumping = false;
+      flapping = false;
+      falling_from_flap = false;
+      if (flapping_timer.started()) {flapping_timer.stop();}
+
+      physic.set_acceleration_y(0); //for flapping
+    }
 
-  input.old_up = input.up;
+  input.old_jump = input.jump;
 }
 
 void
@@ -649,7 +781,7 @@ Player::handle_input()
 
   /* Jump/jumping? */
 
-  if (on_ground() && input.up == UP)
+  if (on_ground() && input.jump == UP)
     can_jump = true;
   handle_vertical_input();
 
@@ -800,7 +932,7 @@ Player::draw(DrawingContext& context)
     else // dir == RIGHT
       tux_body->set_action("kick-right");
     }
-  else if (butt_jump)
+  else if (butt_jump && size == BIG)
     {
     if(dir == LEFT)
       tux_body->set_action("buttjump-left");
@@ -898,7 +1030,7 @@ Player::draw(DrawingContext& context)
   else if (safe_timer.started() && global_frame_counter%2)
     ;  // don't draw Tux
   else
-    tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
+    tux_body->draw(context, pos, layer);
 
   // Draw blinking star overlay
   if (invincible_timer.started() &&
@@ -1134,7 +1266,11 @@ Player::check_bounds(Camera* camera)
 void
 Player::bounce(BadGuy* badguy)
 {
-  if (input.up)
+  //Make sure we stopped flapping
+  flapping = false;
+  falling_from_flap = false;
+  
+  if (input.jump)
     physic.set_velocity_y(5.2);
   else
     physic.set_velocity_y(2);