X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=9eb541cc4799322658877a76b63da4a61ffc01d8;hb=4358672ea215fe309736a23e2cc2ebcf28254619;hp=c71e11fb239ac56376f93d900a09cf94dbdbc1bc;hpb=463f024ede020bbc8e552d4716de13037a4042b5;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index c71e11fb2..9eb541cc4 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -79,6 +79,9 @@ TuxBodyParts* big_tux = 0; TuxBodyParts* fire_tux = 0; TuxBodyParts* ice_tux = 0; +namespace{ + bool no_water = true; +} void TuxBodyParts::set_action(std::string action, int loops) { @@ -105,13 +108,15 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer) feet->draw(context, pos, layer-2); } -Player::Player(PlayerStatus* _player_status) +Player::Player(PlayerStatus* _player_status, const std::string& name) : player_status(_player_status), grabbed_object(NULL), ghost_mode(false) { + this->name = name; controller = main_controller; smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite"); smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite"); bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite"); + airarrow.reset(new Surface("images/engine/hud/airarrow.png")); sound_manager->preload("sounds/bigjump.wav"); sound_manager->preload("sounds/jump.wav"); @@ -119,6 +124,8 @@ Player::Player(PlayerStatus* _player_status) sound_manager->preload("sounds/skid.wav"); sound_manager->preload("sounds/flip.wav"); sound_manager->preload("sounds/invincible.wav"); + sound_manager->preload("sounds/splash.ogg"); + init(); } @@ -144,6 +151,7 @@ Player::init() dead = false; dying = false; + peeking = AUTO; last_ground_y = 0; fall_mode = ON_GROUND; jumping = false; @@ -153,26 +161,30 @@ Player::init() backflipping = false; backflip_direction = 0; visible = true; - + swimming = false; + on_ground_flag = false; grabbed_object = NULL; - floor_normal = Vector(0,-1); - physic.reset(); } void Player::expose(HSQUIRRELVM vm, SQInteger table_idx) { - Scripting::Player* interface = static_cast (this); - Scripting::expose_object(vm, table_idx, interface, "Tux", false); + if (name.empty()) + return; + + Scripting::expose_object(vm, table_idx, dynamic_cast(this), name, false); } void Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx) { - Scripting::unexpose_object(vm, table_idx, "Tux"); + if (name.empty()) + return; + + Scripting::unexpose_object(vm, table_idx, name); } void @@ -187,7 +199,14 @@ Player::adjust_height(float new_height) Rect bbox2 = bbox; bbox2.move(Vector(0, bbox.get_height() - new_height)); bbox2.set_height(new_height); - if (!Sector::current()->is_free_space(bbox2)) return false; + + if(new_height > bbox.get_height()) { + Rect additional_space = bbox2; + additional_space.set_height(new_height - bbox.get_height()); + if(!Sector::current()->is_free_of_statics(additional_space, this)) + return false; + } + // adjust bbox accordingly // note that we use members of moving_object for this, so we can run this during CD, too set_pos(bbox2.p1); @@ -198,6 +217,11 @@ Player::adjust_height(float new_height) void Player::update(float elapsed_time) { + if( no_water ){ + swimming = false; + } + no_water = true; + if(dying && dying_timer.check()) { dead = true; return; @@ -207,7 +231,8 @@ Player::update(float elapsed_time) handle_input(); // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves - if (deactivated) apply_friction(); + if (deactivated) + apply_friction(); // extend/shrink tux collision rectangle so that we fall through/walk over 1 // tile holes @@ -217,20 +242,19 @@ Player::update(float elapsed_time) set_width(31.8); } - // on downward slopes, adjust vertical velocity to match slope angle + // on downward slopes, adjust vertical velocity so tux walks smoothly down if (on_ground()) { - if (floor_normal.y != 0) { - if ((floor_normal.x * physic.get_velocity_x()) > 0) { - // we overdo it a little, just to be on the safe side - physic.set_velocity_y(-physic.get_velocity_x() * (floor_normal.x / floor_normal.y) * 2); + if(floor_normal.y != 0) { + if ((floor_normal.x * physic.get_velocity_x()) >= 0) { + physic.set_velocity_y(250); } } } // handle backflipping if (backflipping) { - //prevent player from changing direction when backflipping - dir = (backflip_direction == 1) ? LEFT : RIGHT; + //prevent player from changing direction when backflipping + dir = (backflip_direction == 1) ? LEFT : RIGHT; if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction); } @@ -246,66 +270,27 @@ Player::update(float elapsed_time) } // check if we landed - if(on_ground()) { + if(on_ground()) { jumping = false; if (backflipping && (!backflip_timer.started())) { backflipping = false; backflip_direction = 0; // if controls are currently deactivated, we take care of standing up ourselves - if (deactivated) do_standup(); + if (deactivated) + do_standup(); } } - -#if 0 - // Do butt jump - if (butt_jump && on_ground() && is_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; - - // 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 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 // calculate movement for this frame movement = physic.get_movement(elapsed_time); if(grabbed_object != NULL && !dying) { - Vector pos = get_pos() + + Vector pos = get_pos() + Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32); grabbed_object->grab(*this, pos, dir); } - + if(grabbed_object != NULL && dying){ grabbed_object->ungrab(*this, dir); grabbed_object = NULL; @@ -314,10 +299,7 @@ Player::update(float elapsed_time) on_ground_flag = false; // when invincible, spawn particles - if (invincible_timer.started() && - (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING - || size_t(game_time*20)%2) - && !dying) + if (invincible_timer.started() && !dying) { if (systemRandom.rand(0, 2) == 0) { float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0); @@ -325,9 +307,19 @@ Player::update(float elapsed_time) Vector ppos = Vector(px, py); Vector pspeed = Vector(0, 0); Vector paccel = Vector(0, 0); - Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end + if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) { + // make every other a longer sparkle to make trail a bit fuzzy + if (size_t(game_time*20)%2) { + Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + } else { + Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + } + } else { + Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + } } - } + } } @@ -357,22 +349,6 @@ Player::apply_friction() } else { physic.set_acceleration_x(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 - } void @@ -397,7 +373,8 @@ Player::handle_horizontal_input() } } - if (!controller->hold(Controller::ACTION)) { + // only run if action key is pressed and we're not holding anything + if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) { ax = dirsign * WALK_ACCELERATION_X; // limit speed if(vx >= MAX_WALK_XM && dirsign > 0) { @@ -437,7 +414,7 @@ Player::handle_horizontal_input() dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20, Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8, LAYER_OBJECTS+1)); - + ax *= 2.5; } else { ax *= 2; @@ -464,11 +441,15 @@ Player::do_cheer() void Player::do_duck() { - if (duck) return; - if (!is_big()) return; + if (duck) + return; + if (!is_big()) + return; - if (physic.get_velocity_y() != 0) return; - if (!on_ground()) return; + if (physic.get_velocity_y() != 0) + return; + if (!on_ground()) + return; if (adjust_height(31.8)) { duck = true; @@ -478,11 +459,14 @@ Player::do_duck() { } } -void +void Player::do_standup() { - if (!duck) return; - if (!is_big()) return; - if (backflipping) return; + if (!duck) + return; + if (!is_big()) + return; + if (backflipping) + return; if (adjust_height(63.8)) { duck = false; @@ -491,7 +475,7 @@ Player::do_standup() { // if timer is not already running, start it. if (unduck_hurt_timer.get_period() == 0) { unduck_hurt_timer.start(UNDUCK_HURT_TIME); - } + } else if (unduck_hurt_timer.check()) { kill(false); } @@ -501,8 +485,10 @@ Player::do_standup() { void Player::do_backflip() { - if (!duck) return; - if (!on_ground()) return; + if (!duck) + return; + if (!on_ground()) + return; // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux set_bonus(GROWUP_BONUS, true); @@ -516,7 +502,8 @@ Player::do_backflip() { void Player::do_jump(float yspeed) { - if (!on_ground()) return; + if (!on_ground()) + return; physic.set_velocity_y(yspeed); //bbox.move(Vector(0, -1)); @@ -535,19 +522,18 @@ Player::do_jump(float yspeed) { void Player::handle_vertical_input() { - // Press jump key if(controller->pressed(Controller::JUMP) && (can_jump)) { - if (duck) { + if (duck) { // when running, only jump a little bit; else do a backflip - if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip(); + if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip(); } else { // jump a bit higher if we are running; else do a normal jump if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520); } - } + } // Let go of jump key - else if(!controller->hold(Controller::JUMP)) { + else if(!controller->hold(Controller::JUMP)) { if (!backflipping && jumping && physic.get_velocity_y() < 0) { jumping = false; physic.set_velocity_y(0); @@ -559,27 +545,18 @@ Player::handle_vertical_input() if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) { butt_jump = true; } - + /* When Down is not held anymore, disable butt jump */ - if(butt_jump && !controller->hold(Controller::DOWN)) butt_jump = false; - - /** 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 && !input.old_jump) - { - can_jump = true; - } -#endif + if(butt_jump && !controller->hold(Controller::DOWN)) + butt_jump = false; + + // swimming + physic.set_acceleration_y(0); + if (swimming) { + if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP)) + physic.set_acceleration_y(-2000); + physic.set_velocity_y(physic.get_velocity_y() * 0.94); + } } void @@ -590,27 +567,23 @@ Player::handle_input() return; } - if(!controller->hold(Controller::ACTION) && grabbed_object) { - // move the grabbed object a bit away from tux - Vector pos = get_pos() + - Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1, - bbox.get_height()*0.66666 - 32); - Rect dest(pos, pos + Vector(32, 32)); - if(Sector::current()->is_free_space(dest)) { - MovingObject* moving_object = dynamic_cast (grabbed_object); - if(moving_object) { - moving_object->set_pos(pos); - } else { - log_debug << "Non MovingObjetc grabbed?!?" << std::endl; - } - grabbed_object->ungrab(*this, dir); - grabbed_object = NULL; - } + /* Peeking */ + if( controller->released( Controller::PEEK_LEFT ) ) { + peeking = AUTO; + } + if( controller->released( Controller::PEEK_RIGHT ) ) { + peeking = AUTO; } - + if( controller->pressed( Controller::PEEK_LEFT ) ) { + peeking = LEFT; + } + if( controller->pressed( Controller::PEEK_RIGHT ) ) { + peeking = RIGHT; + } + /* Handle horizontal movement: */ if (!backflipping) handle_horizontal_input(); - + /* Jump/jumping? */ if (on_ground() && !controller->hold(Controller::JUMP)) can_jump = true; @@ -619,17 +592,74 @@ Player::handle_input() handle_vertical_input(); /* Shoot! */ - if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) { + if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) { if(Sector::current()->add_bullet( - get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) + get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2)), physic.get_velocity_x(), dir)) shooting_timer.start(SHOOTING_TIME); } - + /* Duck or Standup! */ - if (controller->hold(Controller::DOWN)) do_duck(); else do_standup(); + if (controller->hold(Controller::DOWN)) { + do_duck(); + } else { + do_standup(); + } + + /* grabbing */ + try_grab(); + + if(!controller->hold(Controller::ACTION) && grabbed_object) { + // move the grabbed object a bit away from tux + Vector pos = get_pos() + + Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1, + bbox.get_height()*0.66666 - 32); + Rect dest(pos, pos + Vector(32, 32)); + if(Sector::current()->is_free_of_movingstatics(dest)) { + MovingObject* moving_object = dynamic_cast (grabbed_object); + if(moving_object) { + moving_object->set_pos(pos); + } else { + log_debug << "Non MovingObjetc grabbed?!?" << std::endl; + } + grabbed_object->ungrab(*this, dir); + grabbed_object = NULL; + } + } +} +void +Player::try_grab() +{ + if(controller->hold(Controller::ACTION) && !grabbed_object + && !duck) { + Sector* sector = Sector::current(); + Vector pos; + if(dir == LEFT) { + pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16); + } else { + pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16); + } + + for(Sector::Portables::iterator i = sector->portables.begin(); + i != sector->portables.end(); ++i) { + Portable* portable = *i; + if(!portable->is_portable()) + continue; + + MovingObject* moving_object = dynamic_cast (portable); + assert(portable); + if(moving_object == NULL) + continue; + + if(moving_object->get_bbox().contains(pos)) { + grabbed_object = portable; + grabbed_object->grab(*this, get_pos(), dir); + break; + } + } + } } void @@ -637,13 +667,13 @@ Player::handle_input_ghost() { float vx = 0; float vy = 0; - if (controller->hold(Controller::LEFT)) { - dir = LEFT; - vx -= MAX_RUN_XM * 2; + if (controller->hold(Controller::LEFT)) { + dir = LEFT; + vx -= MAX_RUN_XM * 2; } - if (controller->hold(Controller::RIGHT)) { - dir = RIGHT; - vx += MAX_RUN_XM * 2; + if (controller->hold(Controller::RIGHT)) { + dir = RIGHT; + vx += MAX_RUN_XM * 2; } if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) { vy -= MAX_RUN_XM * 2; @@ -664,47 +694,63 @@ Player::add_coins(int count) player_status->add_coins(count); } -void +int +Player::get_coins() +{ + return player_status->coins; +} + +bool Player::add_bonus(const std::string& bonustype) { + BonusType type = NO_BONUS; + if(bonustype == "grow") { - add_bonus(GROWUP_BONUS); + type = GROWUP_BONUS; } else if(bonustype == "fireflower") { - add_bonus(FIRE_BONUS); + type = FIRE_BONUS; } else if(bonustype == "iceflower") { - add_bonus(ICE_BONUS); + type = ICE_BONUS; } else if(bonustype == "none") { - add_bonus(NO_BONUS); + type = NO_BONUS; } else { std::ostringstream msg; msg << "Unknown bonus type " << bonustype; throw std::runtime_error(msg.str()); } + + return add_bonus(type); } -void +bool Player::add_bonus(BonusType type, bool animate) { // always ignore NO_BONUS if (type == NO_BONUS) { - return; + return true; } // ignore GROWUP_BONUS if we're already big if (type == GROWUP_BONUS) { - if (player_status->bonus == GROWUP_BONUS) return; - if (player_status->bonus == FIRE_BONUS) return; - if (player_status->bonus == ICE_BONUS) return; + if (player_status->bonus == GROWUP_BONUS) + return true; + if (player_status->bonus == FIRE_BONUS) + return true; + if (player_status->bonus == ICE_BONUS) + return true; } - set_bonus(type, animate); + return set_bonus(type, animate); } -void +bool Player::set_bonus(BonusType type, bool animate) { if(player_status->bonus == NO_BONUS) { - if (!adjust_height(62.8)) return; + if (!adjust_height(62.8)) { + printf("can't adjust\n"); + return false; + } if(animate) growing_timer.start(GROWING_TIME); } @@ -718,6 +764,14 @@ Player::set_bonus(BonusType type, bool animate) std::string action = (dir==LEFT)?"left":"right"; Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); } + if ((player_status->bonus == ICE_BONUS) && (animate)) { + // visually lose cap + Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y); + Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); + Vector paccel = Vector(0, 1000); + std::string action = (dir==LEFT)?"left":"right"; + Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + } player_status->max_fire_bullets = 0; player_status->max_ice_bullets = 0; } @@ -725,13 +779,14 @@ Player::set_bonus(BonusType type, bool animate) if (type == ICE_BONUS) player_status->max_ice_bullets++; player_status->bonus = type; + return true; } void Player::set_visible(bool visible) { this->visible = visible; - if( visible ) + if( visible ) set_group(COLGROUP_MOVING); else set_group(COLGROUP_DISABLED); @@ -755,8 +810,16 @@ Player::draw(DrawingContext& context) if(!visible) return; + // if Tux is above camera, draw little "air arrow" to show where he is x-wise + if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) { + float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2; + float py = Sector::current()->camera->get_translation().y; + py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f); + context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1); + } + TuxBodyParts* tux_body; - + if (player_status->bonus == GROWUP_BONUS) tux_body = big_tux; else if (player_status->bonus == FIRE_BONUS) @@ -864,7 +927,7 @@ Player::draw(DrawingContext& context) /* Draw Tux */ if(dying) { smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1); - } + } else if ((growing_timer.get_timeleft() > 0) && (!duck)) { if (dir == RIGHT) { context.draw_surface(growingtux_right[int((growing_timer.get_timegone() * @@ -886,96 +949,65 @@ Player::collision_tile(uint32_t tile_attributes) { if(tile_attributes & Tile::HURTS) kill(false); + + if( swimming ){ + if( tile_attributes & Tile::WATER ){ + no_water = false; + } else { + swimming = false; + } + } else { + if( tile_attributes & Tile::WATER ){ + swimming = true; + no_water = false; + sound_manager->play( "sounds/splash.ogg" ); + } + } } -HitResponse -Player::collision(GameObject& other, const CollisionHit& hit) +void +Player::collision_solid(const CollisionHit& hit) { - Bullet* bullet = dynamic_cast (&other); - if(bullet) { - return FORCE_MOVE; + if(hit.bottom) { + if(physic.get_velocity_y() > 0) + physic.set_velocity_y(0); + + on_ground_flag = true; + floor_normal = hit.slope_normal; + } else if(hit.top) { + if(physic.get_velocity_y() < 0) + physic.set_velocity_y(.2); } - if(other.get_flags() & FLAG_PORTABLE) { - Portable* portable = dynamic_cast (&other); - assert(portable != NULL); - if(portable && grabbed_object == NULL - && controller->hold(Controller::ACTION) - && fabsf(hit.normal.x) > .9) { - grabbed_object = portable; - grabbed_object->grab(*this, get_pos(), dir); - return CONTINUE; - } + if(hit.left || hit.right) { + physic.set_velocity_x(0); } - - if(other.get_flags() & FLAG_SOLID) { - /* - printf("Col %p: HN: %3.1f %3.1f D %.1f P: %3.1f %3.1f M: %3.1f %3.1f\n", - &other, - hit.normal.x, hit.normal.y, hit.depth, - get_pos().x, get_pos().y, - movement.x, movement.y); - */ - - if(hit.normal.y < 0) { // landed on floor? - if(physic.get_velocity_y() > 0) - physic.set_velocity_y(0); - - on_ground_flag = true; - - // remember normal of this tile - if (hit.normal.y > -0.9) { - floor_normal.x = hit.normal.x; - floor_normal.y = hit.normal.y; - } else { - // slowly adjust to unisolid tiles. - // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles - floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1); - floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1); - } - // hack platforms so that we stand normally on them when going down... - Platform* platform = dynamic_cast (&other); - if(platform != NULL) { - if(platform->get_speed().y > 0) - physic.set_velocity_y(platform->get_speed().y); - //physic.set_velocity_x(platform->get_speed().x); - } - } else if(hit.normal.y > 0) { // bumped against the roof - physic.set_velocity_y(-.1); - - // hack platform so that we are not glued to it from below - Platform* platform = dynamic_cast (&other); - if(platform != NULL) { - physic.set_velocity_y(platform->get_speed().y); - } - } - - if(fabsf(hit.normal.x) > .9) { // hit on the side? - physic.set_velocity_x(0); + // crushed? + if(hit.crush) { + if(hit.left || hit.right) { + kill(true); + } else if(hit.top || hit.bottom) { + kill(false); } + } +} - MovingObject* omov = dynamic_cast (&other); - if(omov != NULL) { - Vector mov = movement - omov->get_movement(); - /* - printf("W %p - HITN: %3.1f %3.1f D:%3.1f TM: %3.1f %3.1f TD: %3.1f %3.1f PM: %3.2f %3.1f\n", - omov, - hit.normal.x, hit.normal.y, - hit.depth, - movement.x, movement.y, - dest.p1.x, dest.p1.y, - omov->get_movement().x, omov->get_movement().y); - */ - } - - return CONTINUE; +HitResponse +Player::collision(GameObject& other, const CollisionHit& hit) +{ + Bullet* bullet = dynamic_cast (&other); + if(bullet) { + return FORCE_MOVE; } + if(hit.left || hit.right) { + try_grab(); //grab objects right now, in update it will be too late + } #ifdef DEBUG assert(dynamic_cast (&other) != NULL); #endif - MovingObject* moving_object = static_cast (&other); + MovingObject* moving_object = static_cast (&other); if(moving_object->get_group() == COLGROUP_TOUCHABLE) { TriggerBase* trigger = dynamic_cast (&other); if(trigger) { @@ -994,7 +1026,7 @@ Player::collision(GameObject& other, const CollisionHit& hit) return CONTINUE; } - return FORCE_MOVE; + return CONTINUE; } void @@ -1002,7 +1034,7 @@ Player::make_invincible() { sound_manager->play("sounds/invincible.wav"); invincible_timer.start(TUX_INVINCIBLE_TIME); - Sector::current()->play_music(HERRING_MUSIC); + Sector::current()->play_music(HERRING_MUSIC); } /* Kill Player! */ @@ -1012,9 +1044,9 @@ Player::kill(bool completely) if(dying || deactivated) return; - if(!completely && safe_timer.started() || invincible_timer.started()) - return; - + if(!completely && (safe_timer.started() || invincible_timer.started())) + return; + sound_manager->play("sounds/hurt.wav"); physic.set_velocity_x(0); @@ -1035,8 +1067,8 @@ Player::kill(bool completely) for (int i = 0; (i < 5) && (i < player_status->coins); i++) { // the numbers: starting x, starting y, velocity y - Sector::current()->add_object(new FallingCoin(get_pos() + - Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), + Sector::current()->add_object(new FallingCoin(get_pos() + + Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), systemRandom.rand(-100,100))); } physic.enable_gravity(true); @@ -1081,35 +1113,21 @@ Player::check_bounds(Camera* camera) set_pos(Vector(0, get_pos().y)); } - /* Keep in-bounds, vertically: */ - if (get_pos().y > Sector::current()->solids->get_height() * 32) { + /* fallen out of the level? */ + if (get_pos().y > Sector::current()->get_height()) { kill(true); return; } - bool adjust = false; // can happen if back scrolling is disabled if(get_pos().x < camera->get_translation().x) { set_pos(Vector(camera->get_translation().x, get_pos().y)); - adjust = true; } if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width()) { set_pos(Vector( camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(), get_pos().y)); - adjust = true; - } - - if(adjust) { - // FIXME -#if 0 - // squished now? - if(collision_object_map(bbox)) { - kill(KILL); - return; - } -#endif } } @@ -1122,10 +1140,14 @@ Player::add_velocity(const Vector& velocity) void Player::add_velocity(const Vector& velocity, const Vector& end_speed) { - if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x)); - if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x)); - if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y)); - if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y)); + if (end_speed.x > 0) + physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x)); + if (end_speed.x < 0) + physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x)); + if (end_speed.y > 0) + physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y)); + if (end_speed.y < 0) + physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y)); } void @@ -1142,7 +1164,8 @@ Player::bounce(BadGuy& ) void Player::deactivate() { - if (deactivated) return; + if (deactivated) + return; deactivated = true; physic.set_velocity_x(0); physic.set_velocity_y(0); @@ -1153,7 +1176,8 @@ Player::deactivate() void Player::activate() { - if (!deactivated) return; + if (!deactivated) + return; deactivated = false; } @@ -1165,7 +1189,9 @@ void Player::walk(float speed) void Player::set_ghost_mode(bool enable) { - if (ghost_mode == enable) return; + if (ghost_mode == enable) + return; + if (enable) { ghost_mode = true; set_group(COLGROUP_DISABLED); @@ -1178,4 +1204,3 @@ Player::set_ghost_mode(bool enable) log_debug << "You feel solid again." << std::endl; } } -