Avoid crashing when trying to access info file.
[supertux.git] / src / player.cpp
index 533e761..f84fd03 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;
 }
 
@@ -165,6 +168,8 @@ Player::init()
   enable_hover = false;
   butt_jump = false;
   
+  flapping_velocity = 0;
+  
   frame_main = 0;
   frame_ = 0;
 
@@ -198,38 +203,44 @@ 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
@@ -334,7 +345,15 @@ Player::action(float elapsed_time)
           physic.enable_gravity(false);
           /* Reset score multiplier (for multi-hits): */
           if (!invincible_timer.started())
+            {
+            /*if(player_status.score_multiplier > 2)
+              {  // show a message
+              char str[124];
+              sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
+              Sector::current()->add_floating_text(base, str);
+              }*/
             player_status.score_multiplier = 1;
+            }
         }
 
       if(jumped_in_solid)
@@ -524,7 +543,7 @@ 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);
@@ -547,7 +566,7 @@ Player::handle_vertical_input()
         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
     }
   // Let go of jump key
-  else if(input.up == UP)
+  else if(input.jump == UP)
     {
       if (!flapping && !duck && !falling_from_flap && !on_ground())
          {
@@ -560,12 +579,14 @@ Player::handle_vertical_input()
          }
     }
 
-   // Flapping
-   if (input.up == DOWN && can_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()) 
             {
@@ -576,14 +597,62 @@ Player::handle_vertical_input()
          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);
             }
      }
-   
+     
+   /* // 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;
+               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);
       }
@@ -628,12 +697,16 @@ 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) < 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);
+          }
       }
     }
   }
@@ -643,8 +716,8 @@ 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;
     }
@@ -655,9 +728,11 @@ Player::handle_vertical_input()
       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
@@ -668,7 +743,7 @@ Player::handle_input()
 
   /* Jump/jumping? */
 
-  if (on_ground() && input.up == UP)
+  if (on_ground() && input.jump == UP)
     can_jump = true;
   handle_vertical_input();
 
@@ -917,7 +992,7 @@ 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() &&
@@ -1156,8 +1231,27 @@ Player::bounce(BadGuy* badguy)
   //Make sure we stopped flapping
   flapping = false;
   falling_from_flap = false;
+  
+  if(player_status.score_multiplier >= 5)
+    {  // show a message
+    char str[124];
+//      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
+      if (player_status.score_multiplier == 5)
+        sprintf(str, _("Good! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 6)
+        sprintf(str, _("Great! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 7)
+        sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 8)
+        sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 9)
+        sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
+      else
+        sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
+    Sector::current()->add_floating_text(base, str);
+    }
 
-  if (input.up)
+  if (input.jump)
     physic.set_velocity_y(5.2);
   else
     physic.set_velocity_y(2);