X-Git-Url: https://git.octo.it/?a=blobdiff_plain;ds=sidebyside;f=src%2Fplayer.cpp;h=9d06c188e021ed61e70ec5a3628e28100525cc3f;hb=00fb759c2385ff08caf38e916c2d0ba8cafc8a41;hp=3d5e05774366808d459df9af19eaab6f0e5ea816;hpb=b7c38ba2b2044c286dacb341c420b364343eb8d6;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index 3d5e05774..2ecaaadc5 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -1,1024 +1,1024 @@ +// $Id$ // -// C Implementation: player/tux +// SuperTux - A Jump'n Run +// Copyright (C) 2003 Tobias Glaesser // -// Description: +// 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. // -// Author: Tobias Glaesser & Bill Kendrick, (C) 2004 -// -// Copyright: See COPYING file that comes with this distribution -// -// - -#include "gameloop.h" -#include "globals.h" +// 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. +#include + +#include +#include +#include +#include + +#include "app/globals.h" +#include "app/gettext.h" #include "player.h" #include "defines.h" #include "scene.h" -#include "screen.h" - -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]; +#include "tile.h" +#include "special/sprite.h" +#include "sector.h" +#include "tilemap.h" +#include "camera.h" +#include "gameobjs.h" +#include "resources.h" +#include "video/screen.h" +#include "statistics.h" +#include "gameloop.h" +#include "trigger/trigger_base.h" + +// behavior definitions: +#define TILES_FOR_BUTTJUMP 3 +// animation times (in ms): +#define SHOOTING_TIME .150 + +// time before idle animation starts +#define IDLE_TIME 2.500 + +// growing animation +Surface* growingtux_left[GROWING_FRAMES]; +Surface* growingtux_right[GROWING_FRAMES]; + +Surface* tux_life = 0; + +Sprite* smalltux_gameover = 0; +Sprite* smalltux_star = 0; +Sprite* bigtux_star = 0; + +TuxBodyParts* small_tux = 0; +TuxBodyParts* big_tux = 0; +TuxBodyParts* fire_tux = 0; +TuxBodyParts* ice_tux = 0; + +PlayerKeymap keymap; + +PlayerKeymap::PlayerKeymap() +{ + keymap.up = SDLK_UP; + keymap.down = SDLK_DOWN; + keymap.left = SDLK_LEFT; + keymap.right = SDLK_RIGHT; + + keymap.power = SDLK_LCTRL; + keymap.jump = SDLK_LALT; +} void player_input_init(player_input_type* pplayer_input) { + pplayer_input->up = UP; + pplayer_input->old_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->jump = UP; + pplayer_input->old_jump = UP; + pplayer_input->activate = UP; } -void player_init(player_type* pplayer) +void +TuxBodyParts::set_action(std::string action) { - pplayer->base.width = 32; - pplayer->base.height = 32; - - pplayer->size = SMALL; - pplayer->got_coffee = NO; - - pplayer->base.x = 0; - pplayer->base.y = 240; - pplayer->base.xm = 0; - pplayer->base.ym = 0; - pplayer->old_base = pplayer->base; - pplayer->dir = RIGHT; - pplayer->duck = NO; - - pplayer->dying = NO; - pplayer->jumping = NO; - - pplayer->frame_main = 0; - pplayer->frame = 0; - pplayer->lives = 3; - pplayer->score = 0; - pplayer->distros = 0; - - player_input_init(&pplayer->input); - - pplayer->keymap.jump = SDLK_UP; - pplayer->keymap.duck = SDLK_DOWN; - pplayer->keymap.left = SDLK_LEFT; - pplayer->keymap.right = SDLK_RIGHT; - pplayer->keymap.fire = SDLK_LCTRL; - - timer_init(&pplayer->invincible_timer,YES); - timer_init(&pplayer->skidding_timer,YES); - timer_init(&pplayer->safe_timer,YES); - timer_init(&pplayer->frame_timer,YES); - physic_init(&pplayer->hphysic); - physic_init(&pplayer->vphysic); + 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); } -int player_key_event(player_type* pplayer, SDLKey key, int state) +void +TuxBodyParts::one_time_animation() { - if(key == pplayer->keymap.right) - { - pplayer->input.right = state; - return YES; - } - else if( key == pplayer->keymap.left) - { - pplayer->input.left = state; - return YES; - } - else if(key == pplayer->keymap.jump) - { - pplayer->input.up = state; - return YES; - } - else if(key == pplayer->keymap.duck) - { - pplayer->input.down = state; - return YES; - } - else if(key == pplayer->keymap.fire) - { - pplayer->input.fire = state; - return YES; - } - else - return NO; + 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 player_level_begin(player_type* pplayer) +void +TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer, + Uint32 drawing_effect) { - pplayer->base.x = 0; - pplayer->base.y = 240; - pplayer->base.xm = 0; - pplayer->base.ym = 0; - pplayer->old_base = pplayer->base; - - player_input_init(&pplayer->input); - - timer_init(&pplayer->invincible_timer,YES); - timer_init(&pplayer->skidding_timer,YES); - timer_init(&pplayer->safe_timer,YES); - timer_init(&pplayer->frame_timer,YES); - physic_init(&pplayer->hphysic); - physic_init(&pplayer->vphysic); + 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); } -void player_action(player_type* pplayer) +Player::Player() { - int i, jumped_in_solid; - jumped_in_solid = NO; + init(); +} - /* --- HANDLE TUX! --- */ +Player::~Player() +{ +} - player_input(pplayer); +void +Player::init() +{ + holding_something = false; - /* Move tux: */ + bbox.set_size(32, 32); - pplayer->previous_base = pplayer->base; + size = SMALL; + got_power = NONE_POWER; - pplayer->base.x += pplayer->base.xm * frame_ratio; - pplayer->base.y += pplayer->base.ym * frame_ratio; + dir = RIGHT; + old_dir = dir; + duck = false; + dead = false; - collision_swept_object_map(&pplayer->old_base,&pplayer->base); + dying = DYING_NOT; + 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; + + flapping_velocity = 0; - player_keep_in_bounds(pplayer); + // temporary to help player's choosing a flapping + flapping_mode = MAREK_FLAP; - /* Land: */ + // Ricardo's flapping + flaps_nb = 0; - if (!pplayer->dying) - { + on_ground_flag = false; + player_input_init(&input); - if( !player_on_ground(pplayer)) - { - if(player_under_solid(pplayer)) - { - physic_set_state(&pplayer->vphysic,PH_VT); - physic_set_start_vy(&pplayer->vphysic,0); - jumped_in_solid = YES; - } - else - { - if(!physic_is_set(&pplayer->vphysic)) - { - physic_set_state(&pplayer->vphysic,PH_VT); - physic_set_start_vy(&pplayer->vphysic,0); - } - } - pplayer->base.ym = physic_get_velocity(&pplayer->vphysic); - - } - else - { + physic.reset(); +} - /* Land: */ +int +Player::key_event(SDLKey key, int state) +{ + idle_timer.start(IDLE_TIME, true); - if (pplayer->base.ym > 0) - { - pplayer->base.y = (int)(((int)pplayer->base.y / 32) * 32); - pplayer->base.ym = 0; - } + if(key == keymap.right) + { + input.right = state; + return true; + } + else if(key == keymap.left) + { + input.left = state; + return true; + } + else if(key == keymap.up) + { + if(state == UP) + input.old_up = UP; + input.up = state; + /* Up key also opens activates stuff */ + input.activate = state; + return true; + } + else if(key == keymap.down) + { + input.down = state; + return true; + } + else if(key == keymap.power) + { + if (state == UP) + input.old_fire = UP; + input.fire = state; - physic_init(&pplayer->vphysic); + return true; + } + else if(key == keymap.jump) + { + if (state == UP) + input.old_jump = UP; + input.jump = state; + return true; + } + else + return false; +} - /* Reset score multiplier (for multi-hits): */ +void +Player::level_begin() +{ + move(Vector(100, 170)); + duck = false; - score_multiplier = 1; - } + dying = DYING_NOT; - if(jumped_in_solid == YES) - { + player_input_init(&input); - if (isbrick(pplayer->base.x, pplayer->base.y) || - isfullbox(pplayer->base.x, pplayer->base.y)) - { - trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE); - trybumpbadguy(pplayer->base.x, pplayer->base.y - 64); + on_ground_flag = false; - if(pplayer->size == BIG) - trybreakbrick(pplayer->base.x, pplayer->base.y); + physic.reset(); +} - bumpbrick(pplayer->base.x, pplayer->base.y); - tryemptybox(pplayer->base.x, pplayer->base.y, RIGHT); - } +PlayerStatus& +Player::get_status() +{ + return player_status; +} - if (isbrick(pplayer->base.x+ 31, pplayer->base.y) || - isfullbox(pplayer->base.x+ 31, pplayer->base.y)) - { - trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE); - trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64); +void +Player::action(float elapsed_time) +{ + if(dying && dying_timer.check()) { + dead = true; + return; + } - if(pplayer->size == BIG) - trybreakbrick(pplayer->base.x+ 31, pplayer->base.y); + if (input.fire == UP) + holding_something = false; - bumpbrick(pplayer->base.x+ 31, pplayer->base.y); - tryemptybox(pplayer->base.x+ 31, pplayer->base.y, LEFT); - } + if(dying == DYING_NOT) + handle_input(); + movement = physic.get_movement(elapsed_time); - if(pplayer->size == SMALL) - { - /* Get a distro from a brick? */ - - if (shape(pplayer->base.x, pplayer->base.y) == 'x' || - shape(pplayer->base.x, pplayer->base.y) == 'y') - { - add_bouncy_distro((((int)pplayer->base.x) - / 32) * 32, - ((int)pplayer->base.y / 32) * 32); - if (counting_distros == NO) - { - counting_distros = YES; - distro_counter = 100; - } - - if (distro_counter <= 0) - level_change(¤t_level,pplayer->base.x,pplayer->base.y - 1, 'a'); - - play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER); - score = score + SCORE_DISTRO; - distros++; - } - else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' || - shape(pplayer->base.x+ 31, pplayer->base.y) == 'y') - { - add_bouncy_distro((((int)pplayer->base.x + 31) - / 32) * 32, - ((int)pplayer->base.y / 32) * 32); - if (counting_distros == NO) - { - counting_distros = YES; - distro_counter = 100; - } - - if (distro_counter <= 0) - level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a'); - - play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER); - score = score + SCORE_DISTRO; - distros++; - } - } +#if 0 + // special exception for cases where we're stuck under tiles after + // being ducked. In this case we drift out + if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y + && collision_object_map(base)) + { + base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1); + previous_base = old_base = base; } - player_grabdistros(pplayer); - if(jumped_in_solid == YES) - { - ++pplayer->base.y; - ++pplayer->old_base.y; - if(player_on_ground(pplayer)) + /* Reset score multiplier (for multi-hits): */ + if (!invincible_timer.started()) { - /* Make sure jumping is off. */ - pplayer->jumping = NO; + 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; } } } +#endif - timer_check(&pplayer->safe_timer); - - - /* ---- DONE HANDLING TUX! --- */ - - /* Handle invincibility timer: */ + on_ground_flag = false; +} +bool +Player::on_ground() +{ + return on_ground_flag; +} - if (get_current_music() == HERRING_MUSIC && !timer_check(&pplayer->invincible_timer)) +void +Player::handle_horizontal_input() +{ + float vx = physic.get_velocity_x(); + float vy = physic.get_velocity_y(); + float ax = physic.get_acceleration_x(); + float ay = physic.get_acceleration_y(); + + float dirsign = 0; + if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) { + old_dir = dir; + dir = LEFT; + dirsign = -1; + } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) { + old_dir = dir; + dir = RIGHT; + dirsign = 1; + } + + if (input.fire == UP) { + ax = dirsign * WALK_ACCELERATION_X; + // limit speed + if(vx >= MAX_WALK_XM && dirsign > 0) { + vx = MAX_WALK_XM; + ax = 0; + } else if(vx <= -MAX_WALK_XM && dirsign < 0) { + vx = -MAX_WALK_XM; + ax = 0; + } + } else { + ax = dirsign * RUN_ACCELERATION_X; + // limit speed + if(vx >= MAX_RUN_XM && dirsign > 0) { + vx = MAX_RUN_XM; + ax = 0; + } else if(vx <= -MAX_RUN_XM && dirsign < 0) { + vx = -MAX_RUN_XM; + ax = 0; + } + } + + // we can reach WALK_SPEED without any acceleration + if(dirsign != 0 && fabs(vx) < WALK_SPEED) { + vx = dirsign * WALK_SPEED; + } + + // changing directions? + if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) { - /* - no, we are no more invincible - or we were not in invincible mode - but are we in hurry ? - */ - - - if (timer_get_left(&time_left) < TIME_WARNING) + // let's skid! + if(fabs(vx)>SKID_XM && !skidding_timer.started()) { - /* yes, we are in hurry - stop the herring_song, prepare to play the correct - fast level_song ! - */ - set_current_music(HURRYUP_MUSIC); + skidding_timer.start(SKID_TIME); + SoundManager::get()->play_sound(IDToSound(SND_SKID)); + // dust some partcles + Sector::current()->add_object( + new Particles( + Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0), + bbox.p2.y), + dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20, + Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8, + LAYER_OBJECTS+1)); + + ax *= 2.5; } else { - set_current_music(LEVEL_MUSIC); + ax *= 2; } - - /* start playing it */ - play_current_music(); } - /* Handle skidding: */ - - timer_check(&pplayer->skidding_timer); - - /* End of level? */ + // we get slower when not pressing any keys + if(dirsign == 0) { + if(fabs(vx) < WALK_SPEED) { + vx = 0; + ax = 0; + } else if(vx < 0) { + ax = WALK_ACCELERATION_X * 1.5; + } else { + ax = WALK_ACCELERATION_X * -1.5; + } + } + +#if 0 + // if we're on ice slow down acceleration or deceleration + if (isice(base.x, base.y + base.height)) + { + /* the acceleration/deceleration rate on ice is inversely proportional to + * the current velocity. + */ + + // increasing 1 will increase acceleration/deceleration rate + // decreasing 1 will decrease acceleration/deceleration rate + // must stay above zero, though + if (ax != 0) ax *= 1 / fabs(vx); + } +#endif + + physic.set_velocity(vx, vy); + physic.set_acceleration(ax, ay); +} - if (pplayer->base.x >= endpos && endpos != 0) - { - next_level = 1; +void +Player::handle_vertical_input() +{ + // set fall mode... + if(on_ground()) { + fall_mode = ON_GROUND; + last_ground_y = get_pos().y; + } else { + if(get_pos().y > last_ground_y) + fall_mode = FALLING; + else if(fall_mode == ON_GROUND) + fall_mode = JUMPING; + } + + if(on_ground()) { /* Make sure jumping is off. */ + jumping = false; + flapping = false; + falling_from_flap = false; + if (flapping_timer.started()) { + flapping_timer.start(0); } -} + physic.set_acceleration_y(0); //for flapping + } -int player_on_ground(player_type *pplayer) -{ - if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y + pplayer->base.height) || - issolid(pplayer->base.x + 1, pplayer->base.y + pplayer->base.height) || - issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y + pplayer->base.height) ) + // Press jump key + if(input.jump == DOWN && can_jump && on_ground()) { - return YES; + if(duck) { // only jump a little bit when in duck mode { + physic.set_velocity_y(300); + } else { + // jump higher if we are running + if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) + physic.set_velocity_y(580); + else + physic.set_velocity_y(520); + } + + //bbox.move(Vector(0, -1)); + jumping = true; + 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)); } - else + // Let go of jump key + else if(input.jump == UP) { - return NO; + 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); + } } -} -int player_under_solid(player_type *pplayer) -{ - if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y) || - issolid(pplayer->base.x + 1, pplayer->base.y) || - issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y) ) + // 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(350); + physic.set_velocity_x(physic.get_velocity_x() * 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.check()) { + float cv = flapping_velocity * sqrt( + TUX_FLAPPING_TIME - flapping_timer.get_timegone() + / 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( + flapping_timer.get_timegone()/.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_timegone() <= 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 + 1*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(-100); + } + +#if 0 + /* 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) + if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping) + butt_jump = true; +#endif + + /* 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) + { + // Add a smoke cloud + if (duck) + Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y)); + else + Sector::current()->add_smoke_cloud( + Vector(get_pos().x - 32, get_pos().y + 32)); + + butt_jump = false; + +#if 0 + // 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)) { - return YES; + physic.set_velocity_y(2); + butt_jump = true; } - else +#endif + +#if 0 + // Kill nearby badguys + std::vector gameobjects = Sector::current()->gameobjects; + for (std::vector::iterator i = gameobjects.begin(); + i != gameobjects.end(); + i++) + { + BadGuy* badguy = dynamic_cast (*i); + if(badguy) + { + // 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); + } + } + } +#endif + } + + /** jumping is only allowed if we're about to touch ground soon and if the + * button has been up in between the last jump + */ + // FIXME +#if 0 + if ( (issolid(get_pos().x + bbox.get_width() / 2, + get_pos().y + bbox.get_height() + 64) || + issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) || + issolid(get_pos().x + bbox.get_width() - 1, + get_pos().y + bbox.get_height() + 64)) + && jumping == false + && can_jump == false + && input.jump == DOWN + && input.old_jump == UP) { - return NO; + can_jump = true; } +#endif + + input.old_jump = input.jump; } -void player_handle_horizontal_input(player_type *pplayer, int dir) +void +Player::handle_input() { + /* Handle horizontal movement: */ + handle_horizontal_input(); - if ((dir ? (pplayer->base.xm < -SKID_XM) : (pplayer->base.xm > SKID_XM)) && !timer_started(&pplayer->skidding_timer) && - pplayer->dir == !dir && player_on_ground(pplayer)) - { - timer_start(&pplayer->skidding_timer, SKID_TIME); - - play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER); - - } - pplayer->dir = dir; + /* Jump/jumping? */ + if (on_ground() && input.jump == UP) + can_jump = true; + handle_vertical_input(); + /* Shoot! */ + if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) { + if(Sector::current()->add_bullet( + get_pos() + Vector(0, bbox.get_height()/2), + physic.get_velocity_x(), dir)) + shooting_timer.start(SHOOTING_TIME); + input.old_fire = DOWN; + } - if ((dir ? (pplayer->base.xm < 0) : (pplayer->base.xm > 0)) && !isice(pplayer->base.x, pplayer->base.y + pplayer->base.height) && - !timer_started(&pplayer->skidding_timer)) + /* Duck! */ + if (input.down == DOWN && size == BIG && !duck + && physic.get_velocity_y() == 0 && on_ground()) { - pplayer->base.xm = 0; + duck = true; + bbox.move(Vector(0, 32)); + bbox.set_height(32); } - - if (!pplayer->duck) + else if(input.down == UP && size == BIG && duck) { - if (pplayer->dir == dir) - { - /* Facing the direction we're jumping? Go full-speed: */ - - if (pplayer->input.fire == UP) - { - pplayer->base.xm = pplayer->base.xm + ( dir ? WALK_SPEED : -WALK_SPEED) * frame_ratio; - - if(dir) - { - if (pplayer->base.xm > MAX_WALK_XM) - pplayer->base.xm = MAX_WALK_XM; - } - else - { - if (pplayer->base.xm < -MAX_WALK_XM) - pplayer->base.xm = -MAX_WALK_XM; - } - } - else if ( pplayer->input.fire == DOWN) - { - pplayer->base.xm = pplayer->base.xm + ( dir ? RUN_SPEED : -RUN_SPEED) * frame_ratio; - - if(dir) - { - if (pplayer->base.xm > MAX_RUN_XM) - pplayer->base.xm = MAX_RUN_XM; - } - else - { - if (pplayer->base.xm < -MAX_RUN_XM) - pplayer->base.xm = -MAX_RUN_XM; - } - } - else - { - /* Not facing the direction we're jumping? - Go half-speed: */ - - pplayer->base.xm = pplayer->base.xm + ( dir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio; - - if(dir) - { - if (pplayer->base.xm > MAX_WALK_XM / 2) - pplayer->base.xm = MAX_WALK_XM / 2; - } - else - { - if (pplayer->base.xm < -MAX_WALK_XM / 2) - pplayer->base.xm = -MAX_WALK_XM / 2; - } - } - } - + // try if we can really unduck + bbox.move(Vector(0, -32)); + bbox.set_height(64); + duck = false; + // FIXME +#if 0 + // when unducking in air we need some space to do so + if(on_ground() || !collision_object_map(bbox)) { + duck = false; + } else { + // undo the ducking changes + bbox.move(Vector(0, 32)); + bbox.set_height(32); + } +#endif } } -void player_handle_vertical_input(player_type *pplayer) +void +Player::grow(bool animate) { - if(pplayer->input.up == DOWN) - { - if (player_on_ground(pplayer)) - { - if(!physic_is_set(&pplayer->vphysic)) - { - physic_set_state(&pplayer->vphysic,PH_VT); - physic_set_start_vy(&pplayer->vphysic,5.5); - --pplayer->base.y; - pplayer->jumping = YES; - if (pplayer->size == SMALL) - play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER); - else - play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER); - } - } - } - else if(pplayer->input.up == UP && pplayer->jumping == YES) - { - if (player_on_ground(pplayer)) - { - physic_init(&pplayer->vphysic); - pplayer->jumping == NO; - } - else - { - pplayer->jumping = NO; - if(physic_is_set(&pplayer->vphysic)) - { - if(physic_get_velocity(&pplayer->vphysic) < 0.) - { - physic_set_state(&pplayer->vphysic,PH_VT); - physic_set_start_vy(&pplayer->vphysic,0); - } - } - else - { - if(!physic_is_set(&pplayer->vphysic)) - { - physic_set_state(&pplayer->vphysic,PH_VT); - } - } - } - } + if(size == BIG) + return; + + size = BIG; + bbox.set_height(64); + bbox.move(Vector(0, -32)); + + if(animate) + growing_timer.start(GROWING_TIME); } -void player_input(player_type *pplayer) +void +Player::grabdistros() { - /* Handle key and joystick state: */ +} - if(pplayer->duck == NO) - { - if (pplayer->input.right == DOWN && pplayer->input.left == UP) - { - player_handle_horizontal_input(pplayer,RIGHT); - } - else if (pplayer->input.left == DOWN && pplayer->input.right == UP) - { - player_handle_horizontal_input(pplayer,LEFT); - } - else - { - if(pplayer->base.xm > 0) - { - pplayer->base.xm = (int)(pplayer->base.xm - frame_ratio); - if(pplayer->base.xm < 0) - pplayer->base.xm = 0; - } - else if(pplayer->base.xm < 0) - { - pplayer->base.xm = (int)(pplayer->base.xm + frame_ratio); - if(pplayer->base.xm > 0) - pplayer->base.xm = 0; - } - } - } +void +Player::draw(DrawingContext& context) +{ + TuxBodyParts* tux_body; + + if (size == SMALL) + tux_body = small_tux; + else if (got_power == FIRE_POWER) + tux_body = fire_tux; + else if (got_power == ICE_POWER) + tux_body = ice_tux; + else + tux_body = big_tux; - /* Jump/jumping? */ + int layer = LAYER_OBJECTS - 1; - if ( pplayer->input.up == DOWN || (pplayer->input.up == UP && pplayer->jumping == YES)) + /* Set Tux sprite action */ + if (duck && size == BIG) { - player_handle_vertical_input(pplayer); + if(dir == LEFT) + tux_body->set_action("duck-left"); + else // dir == RIGHT + tux_body->set_action("duck-right"); } - - /* Shoot! */ - - if (pplayer->input.fire == DOWN && pplayer->input.old_fire == UP && pplayer->got_coffee) + else if (skidding_timer.started() && !skidding_timer.check()) { - add_bullet(pplayer->base.x, pplayer->base.y, pplayer->base.xm, pplayer->dir); + if(dir == LEFT) + tux_body->set_action("skid-left"); + else // dir == RIGHT + tux_body->set_action("skid-right"); } - - - /* Duck! */ - - if (pplayer->input.down == DOWN) + else if (kick_timer.started() && !kick_timer.check()) { - if (pplayer->size == BIG && pplayer->duck != YES) - { - pplayer->duck = YES; - pplayer->base.height = 32; - pplayer->base.y += 32; - } + 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 (pplayer->size == BIG && pplayer->duck == YES) - { - /* Make sure we're not standing back up into a solid! */ - pplayer->base.height = 64; - pplayer->base.y -= 32; - - if (!collision_object_map(&pplayer->base) /*issolid(pplayer->base.x + 16, pplayer->base.y - 16)*/) - { - pplayer->duck = NO; - pplayer->base.height = 64; - pplayer->old_base.y -= 32; - pplayer->old_base.height = 64; - } - else - { - pplayer->base.height = 32; - pplayer->base.y += 32; - } - } - else - { - pplayer->duck = NO; - } + 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"); + } } - /* (Tux): */ - - if(!timer_check(&pplayer->frame_timer)) + if(idle_timer.check()) { - timer_start(&pplayer->frame_timer,25); - if (pplayer->input.right == UP && pplayer->input.left == UP) - { - pplayer->frame_main = 1; - pplayer->frame = 1; - } - else - { - if ((pplayer->input.fire == DOWN && (frame % 2) == 0) || - (frame % 4) == 0) - pplayer->frame_main = (pplayer->frame_main + 1) % 4; + if(size == BIG) + { + if(dir == LEFT) + tux_body->head->set_action("idle-left"); + else // dir == RIGHT + tux_body->head->set_action("idle-right"); - pplayer->frame = pplayer->frame_main; + tux_body->head->start_animation(1); + } - if (pplayer->frame == 3) - pplayer->frame = 1; - } } -} - -void player_grabdistros(player_type *pplayer) -{ - /* Grab distros: */ - if (!pplayer->dying) + // Tux is holding something + if ((holding_something && physic.get_velocity_y() == 0) || + (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) { - trygrabdistro(pplayer->base.x, pplayer->base.y, NO_BOUNCE); - trygrabdistro(pplayer->base.x+ 31, pplayer->base.y, NO_BOUNCE); - - trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height, NO_BOUNCE); - trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height, NO_BOUNCE); - - if(pplayer->size == BIG) - { - trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE); - trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE); - } - + 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 + { + if(dir == LEFT) + tux_body->arms->set_action("grab-left"); + else // dir == RIGHT + tux_body->arms->set_action("grab-right"); + } } - - /* Enough distros for a One-up? */ - - if (distros >= DISTROS_LIFEUP) - { - distros = distros - DISTROS_LIFEUP; - if(pplayer->lives < MAX_LIVES) - pplayer->lives++; - /*We want to hear the sound even, if MAX_LIVES is reached*/ - play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER); + /* Draw Tux */ + if (dying == DYING_SQUISHED) { + smalltux_gameover->draw(context, get_pos(), LAYER_FOREGROUNDTILES+1); + } else if(growing_timer.get_timeleft() > 0) { + if(size == SMALL) + { + if (dir == RIGHT) + context.draw_surface(growingtux_right[GROWING_FRAMES-1 - + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); + else + context.draw_surface(growingtux_left[GROWING_FRAMES-1 - + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); + } + else + { + if (dir == RIGHT) + context.draw_surface(growingtux_right[ + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); + else + context.draw_surface(growingtux_left[ + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], + get_pos(), layer); + } } + else if (safe_timer.started() && size_t(global_time*40)%2) + ; // don't draw Tux + else + tux_body->draw(context, get_pos(), layer); + + // Draw blinking star overlay + if (invincible_timer.started() && + (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING + || size_t(global_time*20)%2) + && !dying) + { + if (size == SMALL || duck) + smalltux_star->draw(context, get_pos(), LAYER_OBJECTS + 2); + else + bigtux_star->draw(context, get_pos(), LAYER_OBJECTS + 2); + } + + if (debug_mode) + context.draw_filled_rect(get_pos(), + Vector(bbox.get_width(), bbox.get_height()), + Color(75,75,75, 150), LAYER_OBJECTS+1); } -void player_draw(player_type* pplayer) +HitResponse +Player::collision(GameObject& other, const CollisionHit& hit) { - if (!timer_started(&pplayer->safe_timer) || (frame % 2) == 0) - { - if (pplayer->size == SMALL) - { - if (timer_started(&pplayer->invincible_timer)) - { - /* Draw cape: */ - - if (pplayer->dir == RIGHT) - { - texture_draw(&cape_right[frame % 2], - pplayer->base.x- scroll_x, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&cape_left[frame % 2], - pplayer->base.x- scroll_x, pplayer->base.y, - NO_UPDATE); - } - } + if(dying) { + return FORCE_MOVE; + } + + if(other.get_flags() & FLAG_SOLID) { + if(hit.normal.y < 0) { // landed on floor? + if (physic.get_velocity_y() < 0) + physic.set_velocity_y(0); + on_ground_flag = true; + } else if(hit.normal.y > 0) { // bumped against the roof + physic.set_velocity_y(0); + } + + if(hit.normal.x != 0) { // hit on the side? + if(hit.normal.y > 0.6) // limits the slopes we can move up... + physic.set_velocity_x(0); + } + return CONTINUE; + } - if (!pplayer->got_coffee) - { - if (pplayer->dir == RIGHT) - { - texture_draw(&tux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE); - } - else - { - texture_draw(&tux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE); - } - } - else - { - /* Tux got coffee! */ - - if (pplayer->dir == RIGHT) - { - texture_draw(&firetux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE); - } - else - { - texture_draw(&firetux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE); - } - } - } - else - { - if (timer_started(&pplayer->invincible_timer)) - { - /* Draw cape: */ - - if (pplayer->dir == RIGHT) - { - texture_draw(&bigcape_right[frame % 2], - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&bigcape_left[frame % 2], - pplayer->base.x-scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } + TriggerBase* trigger = dynamic_cast (&other); + if(trigger) { + if(input.up == DOWN && input.old_up == UP) + trigger->event(*this, TriggerBase::EVENT_ACTIVATE); + } - if (!pplayer->got_coffee) - { - if (!pplayer->duck) - { - if (!timer_started(&pplayer->skidding_timer)) - { - if (!pplayer->jumping || pplayer->base.ym > 0) - { - if (pplayer->dir == RIGHT) - { - texture_draw(&bigtux_right[pplayer->frame], - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&bigtux_left[pplayer->frame], - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } - else - { - if (pplayer->dir == RIGHT) - { - texture_draw(&bigtux_right_jump, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&bigtux_left_jump, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } - } - else - { - if (pplayer->dir == RIGHT) - { - texture_draw(&skidtux_right, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&skidtux_left, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } - } - else - { - if (pplayer->dir == RIGHT) - { - texture_draw(&ducktux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16, - NO_UPDATE); - } - else - { - texture_draw(&ducktux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16, - NO_UPDATE); - } - } - } - else - { - /* Tux has coffee! */ - - if (!pplayer->duck) - { - if (!timer_started(&pplayer->skidding_timer)) - { - if (!pplayer->jumping || pplayer->base.ym > 0) - { - if (pplayer->dir == RIGHT) - { - texture_draw(&bigfiretux_right[pplayer->frame], - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&bigfiretux_left[pplayer->frame], - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } - else - { - if (pplayer->dir == RIGHT) - { - texture_draw(&bigfiretux_right_jump, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&bigfiretux_left_jump, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } - } - else - { - if (pplayer->dir == RIGHT) - { - texture_draw(&skidfiretux_right, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - else - { - texture_draw(&skidfiretux_left, - pplayer->base.x- scroll_x - 8, pplayer->base.y, - NO_UPDATE); - } - } - } - else - { - if (pplayer->dir == RIGHT) - { - texture_draw(&duckfiretux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16, - NO_UPDATE); - } - else - { - texture_draw(&duckfiretux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16, - NO_UPDATE); - } - } - } - } - } + return FORCE_MOVE; } -void player_collision(player_type* pplayer, void* p_c_object, int c_object) +void +Player::make_invincible() { - bad_guy_type* pbad_c = NULL; - - switch (c_object) - { - case CO_BADGUY: - pbad_c = (bad_guy_type*) p_c_object; - /* Hurt the player if he just touched it: */ - - if (!pbad_c->dying && !pplayer->dying && - !timer_started(&pplayer->safe_timer) && - pbad_c->mode != HELD) - { - if (pbad_c->mode == FLAT && pplayer->input.fire != DOWN) - { - /* Kick: */ - - pbad_c->mode = KICK; - play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER); - - if (pplayer->base.x < pbad_c->base.x + (pbad_c->base.width/2)) - { - pbad_c->dir = RIGHT; - pbad_c->base.x = pbad_c->base.x + 16; - } - else - { - pbad_c->dir = LEFT; - pbad_c->base.x = pbad_c->base.x - 32; - } - - timer_start(&pbad_c->timer,5000); - } - else if (pbad_c->mode == FLAT && pplayer->input.fire == DOWN) - { - pbad_c->mode = HELD; - pbad_c->base.y-=8; - } - else if (pbad_c->mode == KICK) - { - if (pplayer->base.y < pbad_c->base.y - 16 && - timer_started(&pbad_c->timer)) - { - /* Step on (stop being kicked) */ - - pbad_c->mode = FLAT; - play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER); - timer_start(&pbad_c->timer, 10000); - } - else - { - /* Hurt if you get hit by kicked laptop: */ - - if (timer_started(&pbad_c->timer)) - { - if (!timer_started(&pplayer->invincible_timer)) - { - player_kill(pplayer,SHRINK); - } - else - { - pbad_c->dying = FALLING; - play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER); - add_score(pbad_c->base.x - scroll_x, - pbad_c->base.y, - 25 * score_multiplier); - } - } - } - } - else - { - if (!timer_started(&pplayer->invincible_timer )) - { - player_kill(pplayer,SHRINK); - } - else - { - pbad_c->dying = FALLING; - play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER); - add_score(pbad_c->base.x - scroll_x, - pbad_c->base.y, - 25 * score_multiplier); - } - } - score_multiplier++; - } - break; - default: - break; - } - + SoundManager::get()->play_sound(IDToSound(SND_HERRING)); + invincible_timer.start(TUX_INVINCIBLE_TIME); + Sector::current()->play_music(HERRING_MUSIC); } /* Kill Player! */ - -void player_kill(player_type* pplayer, int mode) +void +Player::kill(HurtMode mode) { - pplayer->base.ym = -5; + if(dying) + return; - play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER); + if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0) + return; + + SoundManager::get()->play_sound(IDToSound(SND_HURT)); - if (pplayer->dir == RIGHT) - pplayer->base.xm = -8; - else if (pplayer->dir == LEFT) - pplayer->base.xm = 8; + physic.set_velocity_x(0); - if (mode == SHRINK && pplayer->size == BIG) + if (mode == SHRINK && size == BIG) { - if (pplayer->got_coffee) - pplayer->got_coffee = NO; - - pplayer->size = SMALL; - pplayer->base.height = 32; - - timer_start(&pplayer->safe_timer,TUX_SAFE_TIME); + 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; + bbox.set_height(32); + duck = false; + } } else { - pplayer->dying = 1; + physic.enable_gravity(true); + physic.set_acceleration(0, 0); + physic.set_velocity(0, 700); + --player_status.lives; + dying = DYING_SQUISHED; + dying_timer.start(3.0); } } -void player_dying(player_type *pplayer) +/* Remove Tux's power ups */ +void +Player::remove_powerups() { - pplayer->base.ym = pplayer->base.ym + gravity; - - /* He died :^( */ - - --pplayer->lives; - player_remove_powerups(pplayer); - pplayer->dying = NO; - - player_level_begin(pplayer); - + got_power = NONE_POWER; + size = SMALL; + bbox.set_height(32); } -/* Remove Tux's power ups */ -void player_remove_powerups(player_type* pplayer) +void +Player::move(const Vector& vector) { - pplayer->got_coffee = NO; - pplayer->size = SMALL; - pplayer->base.height = 32; + bbox.set_pos(vector); } -void player_keep_in_bounds(player_type* pplayer) +void +Player::check_bounds(Camera* camera) { /* Keep tux in bounds: */ - if (pplayer->base.x< 0) - pplayer->base.x= 0; - else if(pplayer->base.x< scroll_x) - pplayer->base.x= scroll_x; - else if (pplayer->base.x< 160 + scroll_x && scroll_x > 0 && debug_mode == YES) - { - scroll_x = pplayer->base.x- 160; - /*pplayer->base.x+= 160;*/ - - if(scroll_x < 0) - scroll_x = 0; - + if (get_pos().x < 0) + { // Lock Tux to the size of the level, so that he doesn't fall of + // on the left side + bbox.set_pos(Vector(0, get_pos().y)); } - else if (pplayer->base.x> screen->w / 2 + scroll_x && scroll_x < ((current_level.width * 32) - screen->w)) - { - /* Scroll the screen in past center: */ - scroll_x = pplayer->base.x- screen->w / 2; - /*pplayer->base.x= 320 + scroll_x;*/ - - if (scroll_x > ((current_level.width * 32) - screen->w)) - scroll_x = ((current_level.width * 32) - screen->w); - } - else if (pplayer->base.x> 608 + scroll_x) + /* Keep in-bounds, vertically: */ + if (get_pos().y > Sector::current()->solids->get_height() * 32) { - /* ... unless there's no more to scroll! */ - - /*pplayer->base.x= 608 + scroll_x;*/ + kill(KILL); + return; } - /* Keep in-bounds, vertically: */ - - if (pplayer->base.y > screen->h) - { - player_kill(&tux,KILL); + bool adjust = false; + // can happen if back scrolling is disabled + if(get_pos().x < camera->get_translation().x) { + bbox.set_pos(Vector(camera->get_translation().x, get_pos().y)); + adjust = true; + } + if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width()) + { + bbox.set_pos(Vector( + camera->get_translation().x + screen->w - bbox.get_width(), + get_pos().y)); + adjust = true; + } + + if(adjust) { + // FIXME +#if 0 + // squished now? + if(collision_object_map(bbox)) { + kill(KILL); + return; } +#endif + } +} + +void +Player::bounce(BadGuy& badguy) +{ + //Make sure we stopped flapping + flapping = false; + falling_from_flap = false; + + if (input.jump) + physic.set_velocity_y(520); + else + physic.set_velocity_y(200); } +