Made code using fireworks sound effect.
[supertux.git] / src / player.h
index 4884324..6cf627d 100644 (file)
@@ -1,31 +1,45 @@
+//  $Id$
 //
-// Interface: player/tux
+//  SuperTux -  A Jump'n Run
+//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
 //
-// Description: 
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2003
-//
-// Copyright: See COPYING file that comes with this distribution
+//  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 distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  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 <SDL.h>
+#include "SDL.h"
+
 #include "bitmask.h"
-#include "type.h"
-#include "timer.h"
-#include "texture.h"
+#include "special/timer.h"
+#include "special/base.h"
+#include "video/surface.h"
 #include "collision.h"
-#include "sound.h"
-#include "physic.h"
+#include "special/moving_object.h"
+#include "math/physic.h"
+#include "defines.h"
+
+using namespace SuperTux;
+
+class BadGuy;
 
 /* Times: */
 
-#define TUX_SAFE_TIME 750
+#define TUX_SAFE_TIME 1250
 #define TUX_INVINCIBLE_TIME 10000
+#define TUX_INVINCIBLE_TIME_WARNING 2000
 #define TIME_WARNING 20000     /* When to alert player they're low on time! */
 
 /* One-ups... */
 /* Scores: */
 
 #define SCORE_BRICK 5
-#define SCORE_DISTRO 25
+#define SCORE_DISTRO 20
+
+/* Sizes: */
+
+#define SMALL 0
+#define BIG 1
+
+#include <vector>
 
-struct player_keymap_type
+struct PlayerKeymap
 {
+public:
   int jump;
+  int activate;
   int duck;
   int left;
   int right;
   int fire;
+  
+  PlayerKeymap();
 };
 
+extern PlayerKeymap keymap;
+
 struct player_input_type
 {
   int right;
   int left;
   int up;
+  int old_up;
   int down;
   int fire;
   int old_fire;
+  int activate;
 };
 
 void player_input_init(player_input_type* pplayer_input);
 
-typedef struct player_type 
+namespace SuperTux {
+class Sprite;
+}
+class Camera;
+
+extern Surface* tux_life;
+
+extern Sprite* smalltux_gameover;
+extern Sprite* smalltux_star;
+extern Sprite* bigtux_star;
+
+#define GROWING_TIME 1000
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
+
+class TuxBodyParts
 {
-  player_input_type input;
-  player_keymap_type keymap;
-  int score;
-  int distros;
-  bool got_coffee;
+public:
+  TuxBodyParts() { };
+  ~TuxBodyParts() { };
+
+  void set_action(std::string action);
+  void one_time_animation();
+  void draw(DrawingContext& context, const Vector& pos, int layer,
+                Uint32 drawing_effect = NONE_EFFECT);
+
+  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:
+  enum HurtMode { KILL, SHRINK };
+  enum Power { NONE_POWER, FIRE_POWER, ICE_POWER };
+  enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
+
+  player_input_type  input;
+  int got_power;
   int size;
   bool duck;
+  bool holding_something;
+  bool dead;
   DyingType dying;
-  int dir;
+
+  Direction dir;
+  Direction old_dir;
+
+  float last_ground_y;
+  FallMode fall_mode;
+
   bool jumping;
+  bool can_jump;
+  bool butt_jump;
+  int frame_;
   int frame_main;
-  int frame;
-  int lives;
-  base_type base;
-  base_type old_base;
-  base_type previous_base;
-  timer_type invincible_timer;
-  timer_type skidding_timer;
-  timer_type safe_timer;
-  timer_type frame_timer;
-  physic_type vphysic;
-  physic_type hphysic;
-}
-player_type;
-
-extern texture_type tux_life,
- tux_right[3],  tux_left[3],
- bigtux_right[3],  bigtux_left[3],
- bigtux_right_jump,  bigtux_left_jump,
- ducktux_right,  ducktux_left,
- skidtux_right,  skidtux_left,
- firetux_right[3],  firetux_left[3],
- bigfiretux_right[3],  bigfiretux_left[3],
- bigfiretux_right_jump,  bigfiretux_left_jump,
- duckfiretux_right,  duckfiretux_left,
- skidfiretux_right,  skidfiretux_left,
- cape_right[2],  cape_left[2],
- bigcape_right[2],  bigcape_left[2];
-
-void player_init(player_type* pplayer);
-int player_key_event(player_type* pplayer, SDLKey key, int state);
-void player_level_begin(player_type* pplayer);
-void player_action(player_type* pplayer);
-void player_input(player_type* pplayer);
-void player_grabdistros(player_type *pplayer);
-void player_draw(player_type* pplayer);
-void player_collision(player_type* pplayer,void* p_c_object, int c_object);
-void player_kill(player_type *pplayer, int mode);
-void player_dying(player_type *pplayer);
-void player_remove_powerups(player_type *pplayer);
-void player_keep_in_bounds(player_type *pplayer);
-bool player_on_ground(player_type *pplayer);
-bool player_under_solid(player_type *pplayer);
+
+  base_type  previous_base;
+  Timer invincible_timer;
+  Timer skidding_timer;
+  Timer safe_timer;
+  Timer frame_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;
+  Physic physic;
+  
+public:
+  Player();
+  virtual ~Player();
+  
+  int  key_event(SDLKey key, int state);
+  void level_begin();
+  void handle_input();
+  void grabdistros();
+
+  virtual void action(float elapsed_time);
+  virtual void draw(DrawingContext& context);
+  virtual void collision(const MovingObject& other_object,
+      int collision_type);
+
+  void collision(void* p_c_object, int c_object);
+  void kill(HurtMode mode);
+  void player_remove_powerups();
+  void check_bounds(Camera* camera);
+  bool on_ground();
+  bool under_solid();
+  bool tiles_on_air(int tiles);
+  void grow(bool animate);
+  void move(const Vector& vector);
+
+  /** let the player jump a bit or more if jump button is hold down
+      (used when you hit a badguy) */
+  void bounce(BadGuy* badguy);
+
+  bool is_dead() const
+  { return dead; }
+  
+private:
+  void init();
+  
+  void handle_horizontal_input();
+  void handle_vertical_input();
+  void remove_powerups();
+};
 
 #endif /*SUPERTUX_PLAYER_H*/
+
+/* Local Variables: */
+/* mode:c++ */
+/* End: */