a first implementation of doors to switch between sectors
[supertux.git] / src / player.cpp
index fde8292..f9a6032 100644 (file)
 #include "scene.h"
 #include "tile.h"
 #include "sprite.h"
-#include "screen.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "interactive_object.h"
+#include "screen/screen.h"
 
 // behavior definitions:
 #define TILES_FOR_BUTTJUMP 3
@@ -41,6 +46,8 @@ Surface* tux_life;
 Sprite* smalltux_gameover;
 Sprite* smalltux_star;
 Sprite* largetux_star;
+Sprite* growingtux_left;
+Sprite* growingtux_right;
 
 PlayerSprite smalltux;
 PlayerSprite largetux;
@@ -51,7 +58,8 @@ PlayerKeymap keymap;
 
 PlayerKeymap::PlayerKeymap()
 {
-  keymap.jump  = SDLK_UP;
+  keymap.jump  = SDLK_SPACE;
+  keymap.activate = SDLK_UP;
   keymap.duck  = SDLK_DOWN;
   keymap.left  = SDLK_LEFT;
   keymap.right = SDLK_RIGHT;
@@ -67,12 +75,11 @@ void player_input_init(player_input_type* pplayer_input)
   pplayer_input->right = UP;
   pplayer_input->up = UP;
   pplayer_input->old_up = UP;
+  pplayer_input->activate = UP;
 }
 
-Player::Player(DisplayManager& display_manager)
+Player::Player()
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself
-  display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm
   init();
 }
 
@@ -83,8 +90,6 @@ Player::~Player()
 void
 Player::init()
 {
-  Level* plevel = World::current()->get_level();
-
   holding_something = false;
 
   base.width = 32;
@@ -93,12 +98,13 @@ Player::init()
   size = SMALL;
   got_power = NONE_POWER;
 
-  base.x = plevel->start_pos_x;
-  base.y = plevel->start_pos_y;
+  base.x = 0;
+  base.y = 0;
   previous_base = old_base = base;
   dir = RIGHT;
   old_dir = dir;
   duck = false;
+  dead = false;
 
   dying   = DYING_NOT;
   last_ground_y = 0;
@@ -118,6 +124,7 @@ Player::init()
   frame_timer.init(true);
   kick_timer.init(true);
   shooting_timer.init(true);
+  growing_timer.init(true);
 
   physic.reset();
 }
@@ -152,6 +159,23 @@ Player::key_event(SDLKey key, int state)
       input.fire = state;
       return true;
     }
+  else if(key == keymap.activate)
+    {
+      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
     return false;
 }
@@ -172,6 +196,7 @@ Player::level_begin()
   skidding_timer.init(true);
   safe_timer.init(true);
   frame_timer.init(true);
+  growing_timer.init(true);
 
   physic.reset();
 }
@@ -181,6 +206,11 @@ Player::action(float elapsed_time)
 {
   bool jumped_in_solid = false;
 
+  if(dying && !dying_timer.check()) {
+    dead = true;
+    return;
+  }
+
   if (input.fire == UP)
     holding_something = false;
 
@@ -231,6 +261,7 @@ Player::action(float elapsed_time)
               // fall down
               physic.set_velocity_y(0);
               jumped_in_solid = true;
+              jumping = false;
             }
         }
       else
@@ -253,26 +284,30 @@ Player::action(float elapsed_time)
           if (isbrick(base.x, base.y) ||
               isfullbox(base.x, base.y))
             {
-              World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
-              World::current()->trybumpbadguy(base.x, base.y - 64);
+              Sector::current()->trygrabdistro(
+                  Vector(base.x, base.y - 32), BOUNCE);
+              Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
 
-              World::current()->trybreakbrick(base.x, base.y, size == SMALL);
+              Sector::current()->trybreakbrick(
+                  Vector(base.x, base.y), size == SMALL);
 
               bumpbrick(base.x, base.y);
-              World::current()->tryemptybox(base.x, base.y, RIGHT);
+              Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
             }
 
           if (isbrick(base.x+ 31, base.y) ||
               isfullbox(base.x+ 31, base.y))
             {
-              World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
-              World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
+              Sector::current()->trygrabdistro(
+                  Vector(base.x+ 31, base.y - 32), BOUNCE);
+              Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
 
               if(size == BIG)
-                World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
+                Sector::current()->trybreakbrick(
+                    Vector(base.x+ 31, base.y), size == SMALL);
 
               bumpbrick(base.x+ 31, base.y);
-              World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
+              Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
             }
         }
 
@@ -304,7 +339,7 @@ Player::on_ground()
 {
   return ( issolid(base.x + base.width / 2, base.y + base.height) ||
            issolid(base.x + 1, base.y + base.height) ||
-           issolid(base.x + base.width - 1, base.y + base.height)  );
+           issolid(base.x + base.width - 1, base.y + base.height));
 }
 
 bool
@@ -459,22 +494,44 @@ Player::handle_vertical_input()
    /* In case the player has pressed Down while in a certain range of air,
       enable butt jump action */
   if (input.down == DOWN && !butt_jump)
-    if(tiles_on_air(TILES_FOR_BUTTJUMP))
+    if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
       butt_jump = true;
 
    /* When Down is not held anymore, disable butt jump */
   if(butt_jump && input.down == UP)
     butt_jump = false;
 
+  // Do butt jump
   if (butt_jump && on_ground() && size == BIG)
   {
-    if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
-      || World::current()->trybreakbrick(
-          base.x + base.width, base.y + base.height, false)) {
-        // make tux jumping a little bit again after breaking the bricks
-        physic.set_velocity_y(2);
+    butt_jump = false;
+
+    // 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))
+    {
+      physic.set_velocity_y(2);
+      butt_jump = true;
+    }
+
+    // Kill nearby badguys
+    std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+    for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+         i != gameobjects.end();
+         i++)
+    {
+      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+      if(badguy)
+      {
+        if (fabsf(base.x - badguy->base.x) < 300 &&
+            fabsf(base.y - badguy->base.y) < 300 &&
+            (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);
+      }
     }
-//    butt_jump = false;   // comment this, in case you won't to disable the continued use of buttjump
   }
 
   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
@@ -509,7 +566,7 @@ Player::handle_input()
   /* Shoot! */
   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
     {
-      if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+      if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
           physic.get_velocity_x(), dir))
         shooting_timer.start(SHOOTING_TIME);
       input.old_fire = DOWN;
@@ -565,7 +622,7 @@ Player::handle_input()
 }
 
 void
-Player::grow()
+Player::grow(bool animate)
 {
   if(size == BIG)
     return;
@@ -574,6 +631,9 @@ Player::grow()
   base.height = 64;
   base.y -= 32;
 
+  if(animate)
+    growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
+
   old_base = previous_base = base;
 }
 
@@ -583,16 +643,20 @@ Player::grabdistros()
   /* Grab distros: */
   if (!dying)
     {
-      World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
-      World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
+      Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+      Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
 
-      World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
-      World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+      Sector::current()->trygrabdistro(
+          Vector(base.x, base.y + base.height), NO_BOUNCE);
+      Sector::current()->trygrabdistro(
+          Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
 
       if(size == BIG)
         {
-          World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
-          World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
+          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);
         }
 
     }
@@ -609,7 +673,7 @@ Player::grabdistros()
 }
 
 void
-Player::draw(Camera& viewport, int layer)
+Player::draw(DrawingContext& context)
 {
   PlayerSprite* sprite;
           
@@ -622,91 +686,94 @@ Player::draw(Camera& viewport, int layer)
   else
     sprite = &largetux;
 
-  Vector pos = viewport.world2screen(Vector(base.x, base.y));
+  int layer = LAYER_OBJECTS - 1;
+  Vector pos = Vector(base.x, base.y);
 
-  if(layer == LAYER_OBJECTS + 1) {
-    // 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(pos);
-      else
-        sprite->grab_left->draw(pos);
-    }
-
-    // Draw blinking star overlay
-    if (invincible_timer.started() &&
-        (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
-    {
-      if (size == SMALL || duck)
-        smalltux_star->draw(pos);
-      else
-        largetux_star->draw(pos);
-    }
-    
-    return;
-  }
-  
   if (!safe_timer.started() || (global_frame_counter % 2) == 0)
     {
       if (dying == DYING_SQUISHED)
         {
-          smalltux_gameover->draw(pos);
+          smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
         }
       else
         {
-          if (duck && size != SMALL)
+          if(growing_timer.check())
+            {
+              if (dir == RIGHT)
+                growingtux_right->draw(context, pos, layer);
+              else 
+                growingtux_left->draw(context, pos, layer);
+            }
+          else if (duck && size != SMALL)
             {
               if (dir == RIGHT)
-                sprite->duck_right->draw(pos);
+                sprite->duck_right->draw(context, pos, layer);
               else 
-                sprite->duck_left->draw(pos);
+                sprite->duck_left->draw(context, pos, layer);
             }
           else if (skidding_timer.started())
             {
               if (dir == RIGHT)
-                sprite->skid_right->draw(pos);
+                sprite->skid_right->draw(context, pos, layer);
               else
-                sprite->skid_left->draw(pos); 
+                sprite->skid_left->draw(context, pos, layer);
             }
           else if (kick_timer.started())
             {
               if (dir == RIGHT)
-                sprite->kick_right->draw(pos);
+                sprite->kick_right->draw(context, pos, layer);
               else
-                sprite->kick_left->draw(pos); 
+                sprite->kick_left->draw(context, pos, layer);
             }
           else if (physic.get_velocity_y() != 0)
             {
               if (dir == RIGHT)
-                sprite->jump_right->draw(pos);
+                sprite->jump_right->draw(context, pos, layer);
               else
-                sprite->jump_left->draw(pos);                   
+                sprite->jump_left->draw(context, pos, layer);
             }
           else
             {
               if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
                 {
                   if (dir == RIGHT)
-                    sprite->stand_right->draw(pos);
+                    sprite->stand_right->draw(context, pos, layer);
                   else
-                    sprite->stand_left->draw(pos);
+                    sprite->stand_left->draw(context, pos, layer);
                 }
               else // moving
                 {
                   if (dir == RIGHT)
-                    sprite->walk_right->draw(pos);
+                    sprite->walk_right->draw(context, pos, layer);
                   else
-                    sprite->walk_left->draw(pos);
+                    sprite->walk_left->draw(context, pos, layer);
                 }
             }
         }
     }     
-  
+
+  // 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);
+    else
+      sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
+  }
+
+  // Draw blinking star overlay
+  if (invincible_timer.started() &&
+      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
+  {
+    if (size == SMALL || duck)
+      smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
+    else
+      largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
+  }
   if (debug_mode)
-    fillrect(base.x - viewport.get_translation().x,
-        base.y - viewport.get_translation().y, 
-             base.width, base.height, 75,75,75, 150);
+    context.draw_filled_rect(Vector(base.x, base.y),
+        Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
 }
 
 void
@@ -818,6 +885,11 @@ Player::collision(void* p_c_object, int c_object)
       pplatform_c = (FlyingPlatform*) p_c_object;
       
       base.y = pplatform_c->base.y - base.height;
+      physic.set_velocity_x(pplatform_c->get_vel_x());
+      
+      physic.enable_gravity(false);
+      can_jump = true;
+      fall_mode = ON_GROUND;
       break;
 
     default:
@@ -831,6 +903,9 @@ Player::collision(void* p_c_object, int c_object)
 void
 Player::kill(HurtMode mode)
 {
+  if(dying)
+    return;
+  
   play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
 
   physic.set_velocity_x(0);
@@ -854,32 +929,12 @@ Player::kill(HurtMode mode)
       physic.enable_gravity(true);
       physic.set_acceleration(0, 0);
       physic.set_velocity(0, 7);
-      if(dying != DYING_SQUISHED)
       --player_status.lives;
       dying = DYING_SQUISHED;
+      dying_timer.start(3000);
     }
 }
 
-void
-Player::is_dying()
-{
-  remove_powerups();
-  dying = DYING_NOT;
-}
-
-bool Player::is_dead()
-{
-  float scroll_x =
-    World::current()->camera->get_translation().x;
-  float scroll_y =
-    World::current()->camera->get_translation().y;
-  if(base.y > screen->h + scroll_y || base.y > World::current()->get_level()->height*32 ||
-      base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL)  // can happen in auto-scrolling
-    return true;
-  else
-    return false;
-}
-
 /* Remove Tux's power ups */
 void
 Player::remove_powerups()
@@ -890,8 +945,15 @@ Player::remove_powerups()
 }
 
 void
-Player::check_bounds(Camera& viewport,
-    bool back_scrolling, bool hor_autoscroll)
+Player::move(const Vector& vector)
+{
+  base.x = vector.x;
+  base.y = vector.y;
+  old_base = previous_base = base;
+}
+
+void
+Player::check_bounds(Camera* camera)
 {
   /* Keep tux in bounds: */
   if (base.x < 0)
@@ -901,25 +963,29 @@ Player::check_bounds(Camera& viewport,
     }
 
   /* Keep in-bounds, vertically: */
-  if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
+  if (base.y > Sector::current()->solids->get_height() * 32)
     {
       kill(KILL);
+      return;
     }
 
-  if(base.x < viewport.get_translation().x && (!back_scrolling || hor_autoscroll))  // can happen if back scrolling is disabled
-    base.x = viewport.get_translation().x;
-
-  if(hor_autoscroll)
-    {
-    if(base.x == viewport.get_translation().x)
-      if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32)))
-        kill(KILL);
+  bool adjust = false;
+  // can happen if back scrolling is disabled
+  if(base.x < camera->get_translation().x) {
+    base.x = camera->get_translation().x;
+    adjust = true;
+  }
+  if(base.x >= camera->get_translation().x + screen->w - base.width) {
+    base.x = camera->get_translation().x + screen->w - base.width;
+    adjust = true;
+  }
 
-    if(base.x + base.width > viewport.get_translation().x + screen->w)
-      base.x = viewport.get_translation().x + screen->w - base.width;
+  if(adjust) {
+    // squished now?
+    if(collision_object_map(base)) {
+      kill(KILL);
+      return;
     }
-    
+  }
 }
 
-// EOF //
-