more fixes
[supertux.git] / src / player.cpp
index b0eca4e..bb033ad 100644 (file)
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
-#include <math.h>
+#include <cmath>
 #include <iostream>
 #include <cassert>
-#include "gameloop.h"
-#include "globals.h"
+
+#include "app/globals.h"
+#include "app/gettext.h"
 #include "player.h"
 #include "defines.h"
 #include "scene.h"
 #include "tile.h"
-#include "sprite.h"
+#include "special/sprite.h"
 #include "sector.h"
 #include "tilemap.h"
 #include "camera.h"
 #include "gameobjs.h"
 #include "resources.h"
 #include "interactive_object.h"
-#include "screen/screen.h"
+#include "video/screen.h"
+#include "statistics.h"
+#include "gameloop.h"
 
 // behavior definitions:
 #define TILES_FOR_BUTTJUMP 3
 // animation times (in ms):
 #define SHOOTING_TIME 320
-#define STOMP_TIME 250
 // others stuff:
 #define AUTOSCROLL_DEAD_INTERVAL 300
 
+// time before idle animation starts
+#define IDLE_TIME 2500
+
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
 Surface* growingtux_right[GROWING_FRAMES];
@@ -51,37 +56,79 @@ Surface* tux_life;
 
 Sprite* smalltux_gameover;
 Sprite* smalltux_star;
-Sprite* largetux_star;
+Sprite* bigtux_star;
 
-PlayerSprite smalltux;
-PlayerSprite largetux;
-PlayerSprite icetux;
-PlayerSprite firetux;
+TuxBodyParts* small_tux;
+TuxBodyParts* big_tux;
+TuxBodyParts* fire_tux;
+TuxBodyParts* ice_tux;
 
 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;
 }
 
+void
+TuxBodyParts::set_action(std::string action)
+{
+  if(head != NULL)
+    head->set_action(action);
+  if(body != NULL)
+    body->set_action(action);
+  if(arms != NULL)
+    arms->set_action(action);
+  if(feet != NULL)
+    feet->set_action(action);
+}
+
+void
+TuxBodyParts::one_time_animation()
+{
+  if(head != NULL)
+    head->start_animation(1);
+  if(body != NULL)
+    body->start_animation(1);
+  if(arms != NULL)
+    arms->start_animation(1);
+  if(feet != NULL)
+    feet->start_animation(1);
+}
+
+void
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
+                  Uint32 drawing_effect)
+{
+  if(head != NULL)
+    head->draw(context, pos, layer-1, drawing_effect);
+  if(body != NULL)
+    body->draw(context, pos, layer-3, drawing_effect);
+  if(arms != NULL)
+    arms->draw(context, pos, layer,   drawing_effect);
+  if(feet != NULL)
+    feet->draw(context, pos, layer-2, drawing_effect);
+}
+
 Player::Player()
 {
   init();
@@ -114,10 +161,21 @@ Player::init()
   last_ground_y = 0;
   fall_mode = ON_GROUND;
   jumping = false;
+  flapping = false;
   can_jump = true;
+  can_flap = false;
+  falling_from_flap = false;
+  enable_hover = false;
   butt_jump = false;
   
-  stomp_pos = Vector(0,0);
+  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;
 
@@ -130,6 +188,8 @@ Player::init()
   kick_timer.init(true);
   shooting_timer.init(true);
   growing_timer.init(true);
+  idle_timer.init(true);
+  flapping_timer.init(true);
 
   physic.reset();
 }
@@ -137,6 +197,8 @@ Player::init()
 int
 Player::key_event(SDLKey key, int state)
 {
+  idle_timer.start(IDLE_TIME);
+
   if(key == keymap.right)
     {
       input.right = state;
@@ -147,38 +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
@@ -202,6 +270,7 @@ Player::level_begin()
   safe_timer.init(true);
   frame_timer.init(true);
   growing_timer.init(true);
+  idle_timer.init(true);
 
   physic.reset();
 }
@@ -226,7 +295,7 @@ Player::action(float elapsed_time)
   if(dying == DYING_NOT)
     handle_input();
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
   if(dying == DYING_NOT) 
     {
@@ -267,6 +336,7 @@ Player::action(float elapsed_time)
               physic.set_velocity_y(0);
               jumped_in_solid = true;
               jumping = false;
+              flapping = false;
             }
         }
       else
@@ -281,7 +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)
@@ -289,7 +370,7 @@ Player::action(float elapsed_time)
           if (isbrick(base.x, base.y) ||
               isfullbox(base.x, base.y))
             {
-              Sector::current()->trygrabdistro(
+             Sector::current()->trygrabdistro(
                   Vector(base.x, base.y - 32), BOUNCE);
               Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
 
@@ -303,7 +384,7 @@ Player::action(float elapsed_time)
           if (isbrick(base.x+ 31, base.y) ||
               isfullbox(base.x+ 31, base.y))
             {
-              Sector::current()->trygrabdistro(
+             Sector::current()->trygrabdistro(
                   Vector(base.x+ 31, base.y - 32), BOUNCE);
               Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
 
@@ -326,6 +407,7 @@ Player::action(float elapsed_time)
             {
               /* Make sure jumping is off. */
               jumping = false;
+              flapping = false;
             }
         }
     }
@@ -415,15 +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);
-          sound_manager->play_sound(sounds[SND_SKID]);
+          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) {
@@ -457,6 +551,7 @@ Player::handle_horizontal_input()
 void
 Player::handle_vertical_input()
 {
+  
   // set fall mode...
   if(on_ground()) {
     fall_mode = ON_GROUND;
@@ -469,7 +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);
@@ -483,19 +578,125 @@ Player::handle_vertical_input()
 
       --base.y;
       jumping = true;
+      flapping = false;
       can_jump = false;
+      can_flap = false;
+      flaps_nb = 0; // Ricardo's flapping
       if (size == SMALL)
-        sound_manager->play_sound(sounds[SND_JUMP]);
+        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
       else
-        sound_manager->play_sound(sounds[SND_BIGJUMP]);
+        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)
     {
-      jumping = false;
-      physic.set_velocity_y(0);
+      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 == DOWN && input.old_jump == UP && can_flap &&
+     flaps_nb < 3)
+     {
+       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)
+            {
+               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.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+      {
+         physic.set_velocity_y(-1);
+      }
+
    /* In case the player has pressed Down while in a certain range of air,
       enable butt jump action */
   if (input.down == DOWN && !butt_jump && !duck)
@@ -509,12 +710,11 @@ Player::handle_vertical_input()
   // Do butt jump
   if (butt_jump && on_ground() && size == BIG)
   {
-    
+    // Add a smoke cloud
     if (duck) 
-      stomp_pos = Vector(base.x - 32, base.y);
+      Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
     else 
-      stomp_pos = Vector(base.x - 32, base.y + 32);    
-    stomp_timer.start(STOMP_TIME);
+      Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
     
     butt_jump = false;
 
@@ -537,12 +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);
+          }
       }
     }
   }
@@ -552,16 +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
@@ -572,7 +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();
 
@@ -658,7 +867,6 @@ Player::grabdistros()
     {
       Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
       Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
-
       Sector::current()->trygrabdistro(
           Vector(base.x, base.y + base.height), NO_BOUNCE);
       Sector::current()->trygrabdistro(
@@ -666,7 +874,7 @@ Player::grabdistros()
 
       if(size == BIG)
         {
-          Sector::current()->trygrabdistro(
+         Sector::current()->trygrabdistro(
               Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
           Sector::current()->trygrabdistro(
               Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
@@ -681,111 +889,158 @@ Player::grabdistros()
       if(player_status.lives < MAX_LIVES)
         ++player_status.lives;
       /*We want to hear the sound even, if MAX_LIVES is reached*/
-      sound_manager->play_sound(sounds[SND_LIFEUP]);
+      SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
     }
 }
 
 void
 Player::draw(DrawingContext& context)
 {
-  PlayerSprite* sprite;
+  TuxBodyParts* tux_body;
           
   if (size == SMALL)
-    sprite = &smalltux;
+    tux_body = small_tux;
   else if (got_power == FIRE_POWER)
-    sprite = &firetux;
+    tux_body = fire_tux;
   else if (got_power == ICE_POWER)
-    sprite = &icetux;
+    tux_body = ice_tux;
   else
-    sprite = &largetux;
+    tux_body = big_tux;
 
   int layer = LAYER_OBJECTS - 1;
   Vector pos = Vector(base.x, base.y);
 
-  if (!safe_timer.started() || (global_frame_counter % 2) == 0)
+  /* Set Tux sprite action */
+  if (duck && size == BIG)
     {
-      if (dying == DYING_SQUISHED)
-        {
-          smalltux_gameover->draw(context, pos, LAYER_OBJECTS+1);
-        }
-      else
-        {
-          if(growing_timer.check())
-            {
-              if (dir == RIGHT)
-                context.draw_surface(growingtux_right[(growing_timer.get_gone() * GROWING_FRAMES) / GROWING_TIME], pos, layer);
-              else 
-                context.draw_surface(growingtux_left[(growing_timer.get_gone() * GROWING_FRAMES) / GROWING_TIME], pos, layer);
-            }
-          else if (duck && size != SMALL)
-            {
-              if (dir == RIGHT)
-                sprite->duck_right->draw(context, pos, layer);
-              else 
-                sprite->duck_left->draw(context, pos, layer);
-            }
-          else if (skidding_timer.started())
-            {
-              if (dir == RIGHT)
-                sprite->skid_right->draw(context, pos, layer);
-              else
-                sprite->skid_left->draw(context, pos, layer);
-            }
-          else if (kick_timer.started())
-            {
-              if (dir == RIGHT)
-                sprite->kick_right->draw(context, pos, layer);
-              else
-                sprite->kick_left->draw(context, pos, layer);
-            }
-          else if (physic.get_velocity_y() != 0)
-            {
-              if (dir == RIGHT)
-                sprite->jump_right->draw(context, pos, layer);
-              else
-                sprite->jump_left->draw(context, pos, layer);
-            }
-          else
-            {
-              if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
-                {
-                  if (dir == RIGHT)
-                    sprite->stand_right->draw(context, pos, layer);
-                  else
-                    sprite->stand_left->draw(context, pos, layer);
-                }
-              else // moving
-                {
-                  if (dir == RIGHT)
-                    sprite->walk_right->draw(context, pos, layer);
-                  else
-                    sprite->walk_left->draw(context, pos, layer);
-                }
-            }
-        }
-    }     
+    if(dir == LEFT)
+      tux_body->set_action("duck-left");
+    else // dir == RIGHT
+      tux_body->set_action("duck-right");
+    }
+  else if (skidding_timer.started())
+    {
+    if(dir == LEFT)
+      tux_body->set_action("skid-left");
+    else // dir == RIGHT
+      tux_body->set_action("skid-right");
+    }
+  else if (kick_timer.started())
+    {
+    if(dir == LEFT)
+      tux_body->set_action("kick-left");
+    else // dir == RIGHT
+      tux_body->set_action("kick-right");
+    }
+  else if (butt_jump && size == BIG)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("buttjump-left");
+    else // dir == RIGHT
+      tux_body->set_action("buttjump-right");
+    }
+  else if (physic.get_velocity_y() != 0)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("jump-left");
+    else // dir == RIGHT
+      tux_body->set_action("jump-right");
+    }
+  else
+    {
+    if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
+      {
+      if(dir == LEFT)
+        tux_body->set_action("stand-left");
+      else // dir == RIGHT
+        tux_body->set_action("stand-right");
+      }
+    else // moving
+      {
+      if(dir == LEFT)
+        tux_body->set_action("walk-left");
+      else // dir == RIGHT
+        tux_body->set_action("walk-right");
+      }
+    }
 
-  // Draw arm overlay graphics when Tux is holding something
-  if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
-  {
-    if (dir == RIGHT)
-      sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1);
+  if(idle_timer.get_left() < 0)
+    {
+    if(size == BIG)
+      {
+      if(dir == LEFT)
+        tux_body->head->set_action("idle-left");
+      else // dir == RIGHT
+        tux_body->head->set_action("idle-right");
+
+      tux_body->head->start_animation(1);
+      }
+
+    idle_timer.start(IDLE_TIME);
+    }
+
+  // Tux is holding something
+  if ((holding_something && physic.get_velocity_y() == 0) ||
+      shooting_timer.check())
+    {
+    if (duck)
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("duck+grab-left");
+      else // dir == RIGHT
+        tux_body->arms->set_action("duck+grab-right");
+      }
     else
-      sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
-  }
-  
-  // Draw stomp clouds when doing a butt jump
-  if (stomp_timer.check())
-      sprite->stomp->draw(context, stomp_pos, LAYER_OBJECTS + 1);
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("grab-left");
+      else // dir == RIGHT
+        tux_body->arms->set_action("grab-right");
+      }
+    }
+
+  /* Draw Tux */
+  if (dying == DYING_SQUISHED)
+    {
+    smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
+    }
+  else if(growing_timer.check())
+    {
+    if(size == SMALL)
+      {
+      if (dir == RIGHT)
+        context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
+                 ((growing_timer.get_gone() *
+                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+      else
+        context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
+                ((growing_timer.get_gone() *
+                GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+      }
+    else
+      {
+      if (dir == RIGHT)
+        context.draw_surface(growingtux_right[(growing_timer.get_gone() *
+                GROWING_FRAMES) / GROWING_TIME], pos, layer);
+      else
+        context.draw_surface(growingtux_left[(growing_timer.get_gone() *
+                             GROWING_FRAMES) / GROWING_TIME], pos, layer);
+      }
+    }
+  else if (safe_timer.started() && global_frame_counter%2)
+    ;  // don't draw Tux
+  else
+    tux_body->draw(context, pos, layer);
 
   // Draw blinking star overlay
   if (invincible_timer.started() &&
-      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
+     (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
+     && !dying)
   {
     if (size == SMALL || duck)
       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
     else
-      largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
+      bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
   }
  
   if (debug_mode)
@@ -923,7 +1178,7 @@ Player::kill(HurtMode mode)
   if(dying)
     return;
   
-  sound_manager->play_sound(sounds[SND_HURT]);
+  SoundManager::get()->play_sound(IDToSound(SND_HURT));
 
   physic.set_velocity_x(0);
 
@@ -931,15 +1186,17 @@ Player::kill(HurtMode mode)
     {
       if (got_power != NONE_POWER)
         {
+          safe_timer.start(TUX_SAFE_TIME);
           got_power = NONE_POWER;
         }
       else
         {
+          growing_timer.start(GROWING_TIME);
+          safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
           size = SMALL;
           base.height = 32;
           duck = false;
         }
-      safe_timer.start(TUX_SAFE_TIME);
     }
   else
     {
@@ -1006,3 +1263,22 @@ Player::check_bounds(Camera* camera)
   }
 }
 
+void
+Player::bounce(BadGuy* badguy)
+{
+  //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);
+
+  // Move the player a little bit above the badguy to avoid collision
+  // between badguy and player directly after the bounce has happend
+  base.y = badguy->base.y - base.height - 2;
+}
+
+/* EOF */
+