Allow Tux to unduck in unisolid tiles.
[supertux.git] / src / object / player.cpp
index d0ee806..bec1102 100644 (file)
 #include "object/sprite_particle.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
-static const float SHOOTING_TIME = .150;
+static const float SHOOTING_TIME = .150f;
 /// time before idle animation starts
-static const float IDLE_TIME = 2.5;
+static const float IDLE_TIME = 2.5f;
 
 static const float WALK_ACCELERATION_X = 300;
 static const float RUN_ACCELERATION_X = 400;
 static const float SKID_XM = 200;
-static const float SKID_TIME = .3;
+static const float SKID_TIME = .3f;
 static const float MAX_WALK_XM = 230;
 static const float MAX_RUN_XM = 320;
 static const float WALK_SPEED = 100;
 
-static const float KICK_TIME = .3;
-static const float CHEER_TIME = 1;
+static const float KICK_TIME = .3f;
+static const float CHEER_TIME = 1.0f;
 
-static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
+static const float UNDUCK_HURT_TIME = 0.25f; /**< if Tux cannot unduck for this long, he will get hurt */
 
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
@@ -108,13 +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");
@@ -139,9 +141,9 @@ void
 Player::init()
 {
   if(is_big())
-    set_size(31.8, 62.8);
+    set_size(31.8f, 62.8f);
   else
-    set_size(31.8, 30.8);
+    set_size(31.8f, 30.8f);
 
   dir = RIGHT;
   old_dir = dir;
@@ -160,7 +162,8 @@ Player::init()
   backflip_direction = 0;
   visible = true;
   swimming = false;
-  
+  speedlimit = 0; //no special limit
+
   on_ground_flag = false;
   grabbed_object = NULL;
 
@@ -170,14 +173,31 @@ Player::init()
 void
 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  Scripting::Player* interface = static_cast<Scripting::Player*> (this);
-  Scripting::expose_object(vm, table_idx, interface, "Tux", false);
+  if (name.empty())
+    return;
+
+  Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(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);
+}
+
+float
+Player::get_speedlimit()
+{
+  return speedlimit;
+}
+
+void
+Player::set_speedlimit(float newlimit)
+{
+  speedlimit=newlimit;
 }
 
 void
@@ -192,8 +212,13 @@ 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, true))
+      return false;
+  }
 
   // adjust bbox accordingly
   // note that we use members of moving_object for this, so we can run this during CD, too
@@ -203,13 +228,19 @@ Player::adjust_height(float new_height)
 }
 
 void
+Player::trigger_sequence(std::string sequence_name)
+{
+  GameSession::current()->start_sequence(sequence_name);
+}
+
+void
 Player::update(float elapsed_time)
 {
   if( no_water ){
     swimming = false;
   }
   no_water = true;
-  
+
   if(dying && dying_timer.check()) {
     dead = true;
     return;
@@ -219,14 +250,15 @@ 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
   if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
     set_width(34);
   } else {
-    set_width(31.8);
+    set_width(31.8f);
   }
 
   // on downward slopes, adjust vertical velocity so tux walks smoothly down
@@ -240,8 +272,8 @@ Player::update(float elapsed_time)
 
   // 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);
   }
 
@@ -257,66 +289,27 @@ 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 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<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) {
-        // 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);
-        }
-      }
+      if (deactivated)
+        do_standup();
     }
   }
-#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;
@@ -345,7 +338,7 @@ Player::update(float elapsed_time)
         Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
       }
     }
-  } 
+  }
 
 }
 
@@ -372,25 +365,9 @@ Player::apply_friction()
     physic.set_acceleration_x(0);
   } else if(physic.get_velocity_x() < 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
-  } else {
+    } else if(physic.get_velocity_x() > 0) {
     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
@@ -415,8 +392,9 @@ Player::handle_horizontal_input()
     }
   }
 
-  // only run if action key is pressed and we're not holding anything
-  if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) {
+  // do not run if action key is pressed or we're holding something
+  // so tux can only walk while shooting
+  if ( controller->hold(Controller::ACTION) || grabbed_object ) {
     ax = dirsign * WALK_ACCELERATION_X;
     // limit speed
     if(vx >= MAX_WALK_XM && dirsign > 0) {
@@ -427,7 +405,11 @@ Player::handle_horizontal_input()
       ax = 0;
     }
   } else {
-    ax = dirsign * RUN_ACCELERATION_X;
+    if( vx * dirsign < MAX_WALK_XM ) {
+      ax = dirsign * WALK_ACCELERATION_X;
+    } else {
+      ax = dirsign * RUN_ACCELERATION_X;
+    }
     // limit speed
     if(vx >= MAX_RUN_XM && dirsign > 0) {
       vx = MAX_RUN_XM;
@@ -443,6 +425,12 @@ Player::handle_horizontal_input()
     vx = dirsign * WALK_SPEED;
   }
 
+  //Check speedlimit.
+  if( speedlimit > 0 &&  vx * dirsign >= speedlimit ) {
+      vx = dirsign * speedlimit;
+      ax = 0;
+  }
+
   // changing directions?
   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
     // let's skid!
@@ -454,9 +442,9 @@ Player::handle_horizontal_input()
         new Particles(
           Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
           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,
+          Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
           LAYER_OBJECTS+1));
-      
+
       ax *= 2.5;
     } else {
       ax *= 2;
@@ -483,13 +471,17 @@ 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)) {
+  if (adjust_height(31.8f)) {
     duck = true;
     unduck_hurt_timer.stop();
   } else {
@@ -497,20 +489,23 @@ 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)) {
+  if (adjust_height(63.8f)) {
     duck = false;
     unduck_hurt_timer.stop();
   } else {
     // 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);
     }
@@ -520,8 +515,10 @@ 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);
@@ -530,12 +527,13 @@ Player::do_backflip() {
   backflipping = true;
   do_jump(-580);
   sound_manager->play("sounds/flip.wav");
-  backflip_timer.start(0.15);
+  backflip_timer.start(0.15f);
 }
 
 void
 Player::do_jump(float yspeed) {
-  if (!on_ground()) return;
+  if (!on_ground())
+    return;
 
   physic.set_velocity_y(yspeed);
   //bbox.move(Vector(0, -1));
@@ -554,19 +552,18 @@ 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);
@@ -578,10 +575,18 @@ 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;
+
+  // 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
@@ -592,41 +597,23 @@ 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<MovingObject*> (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;
@@ -635,17 +622,74 @@ 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<MovingObject*> (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<MovingObject*> (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
@@ -653,13 +697,13 @@ 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;
@@ -680,11 +724,17 @@ Player::add_coins(int count)
   player_status->add_coins(count);
 }
 
+int
+Player::get_coins()
+{
+  return player_status->coins;
+}
+
 bool
 Player::add_bonus(const std::string& bonustype)
 {
   BonusType type = NO_BONUS;
-  
+
   if(bonustype == "grow") {
     type = GROWUP_BONUS;
   } else if(bonustype == "fireflower") {
@@ -698,7 +748,7 @@ Player::add_bonus(const std::string& bonustype)
     msg << "Unknown bonus type "  << bonustype;
     throw std::runtime_error(msg.str());
   }
-  
+
   return add_bonus(type);
 }
 
@@ -713,7 +763,7 @@ Player::add_bonus(BonusType type, bool animate)
   // ignore GROWUP_BONUS if we're already big
   if (type == GROWUP_BONUS) {
     if (player_status->bonus == GROWUP_BONUS)
-      return true; 
+      return true;
     if (player_status->bonus == FIRE_BONUS)
       return true;
     if (player_status->bonus == ICE_BONUS)
@@ -727,7 +777,7 @@ bool
 Player::set_bonus(BonusType type, bool animate)
 {
   if(player_status->bonus == NO_BONUS) {
-    if (!adjust_height(62.8)) {
+    if (!adjust_height(62.8f)) {
       printf("can't adjust\n");
       return false;
     }
@@ -744,6 +794,14 @@ 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;
   }
@@ -758,7 +816,7 @@ void
 Player::set_visible(bool visible)
 {
   this->visible = visible;
-  if( visible ) 
+  if( visible )
     set_group(COLGROUP_MOVING);
   else
     set_group(COLGROUP_DISABLED);
@@ -782,8 +840,16 @@ 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)
@@ -891,7 +957,7 @@ 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() *
@@ -913,8 +979,8 @@ Player::collision_tile(uint32_t tile_attributes)
 {
   if(tile_attributes & Tile::HURTS)
     kill(false);
-    
-  if( swimming ){ 
+
+  if( swimming ){
     if( tile_attributes & Tile::WATER ){
       no_water = false;
     } else {
@@ -940,7 +1006,7 @@ Player::collision_solid(const CollisionHit& hit)
     floor_normal = hit.slope_normal;
   } else if(hit.top) {
     if(physic.get_velocity_y() < 0)
-      physic.set_velocity_y(.2);
+      physic.set_velocity_y(.2f);
   }
 
   if(hit.left || hit.right) {
@@ -965,21 +1031,13 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     return FORCE_MOVE;
   }
 
-  // if we hit something from the side that is portable, the ACTION button is pressed and we are not already holding anything: grab it
-  if ((hit.left || hit.right) && (other.get_flags() & FLAG_PORTABLE) && controller->hold(Controller::ACTION) && (!grabbed_object)) {
-    Portable* portable = dynamic_cast<Portable*> (&other);
-    assert(portable != NULL);
-    if(portable) {
-      grabbed_object = portable;
-      grabbed_object->grab(*this, get_pos(), dir);
-      return CONTINUE;
-    }
+  if(hit.left || hit.right) {
+    try_grab(); //grab objects right now, in update it will be too late
   }
-
 #ifdef DEBUG
   assert(dynamic_cast<MovingObject*> (&other) != NULL);
 #endif
-  MovingObject* moving_object = static_cast<MovingObject*> (&other); 
+  MovingObject* moving_object = static_cast<MovingObject*> (&other);
   if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
     TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
     if(trigger) {
@@ -1006,7 +1064,7 @@ 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! */
@@ -1017,30 +1075,35 @@ Player::kill(bool completely)
     return;
 
   if(!completely && (safe_timer.started() || invincible_timer.started()))
-    return;                          
-  
+    return;
+
   sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
 
-  if(!completely && is_big()) {
+  if(!completely && (is_big() || growing_timer.started())) {
     if(player_status->bonus == FIRE_BONUS
         || player_status->bonus == ICE_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
       set_bonus(GROWUP_BONUS, true);
-    } else {
+    } else if(player_status->bonus == GROWUP_BONUS) {
       //growing_timer.start(GROWING_TIME);
       safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
-      adjust_height(30.8);
+      adjust_height(30.8f);
       duck = false;
       set_bonus(NO_BONUS, true);
+    } else if(player_status->bonus == NO_BONUS) {
+      growing_timer.stop();
+      safe_timer.start(TUX_SAFE_TIME);
+      adjust_height(30.8f);
+      duck = false;
     }
   } else {
     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);
@@ -1066,9 +1129,9 @@ Player::move(const Vector& vector)
 
   // TODO: do we need the following? Seems irrelevant to moving the player
   if(is_big())
-    set_size(31.8, 63.8);
+    set_size(31.8f, 63.8f);
   else
-    set_size(31.8, 31.8);
+    set_size(31.8f, 31.8f);
   duck = false;
   last_ground_y = vector.y;
 
@@ -1085,35 +1148,21 @@ Player::check_bounds(Camera* camera)
     set_pos(Vector(0, get_pos().y));
   }
 
-  /* Keep in-bounds, vertically: */
-  if (get_pos().y > Sector::current()->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
   }
 }
 
@@ -1126,10 +1175,14 @@ 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
@@ -1146,7 +1199,8 @@ Player::bounce(BadGuy& )
 void
 Player::deactivate()
 {
-  if (deactivated) return;
+  if (deactivated)
+    return;
   deactivated = true;
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
@@ -1157,7 +1211,8 @@ Player::deactivate()
 void
 Player::activate()
 {
-  if (!deactivated) return;
+  if (!deactivated)
+    return;
   deactivated = false;
 }
 
@@ -1169,7 +1224,9 @@ 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);
@@ -1182,4 +1239,3 @@ Player::set_ghost_mode(bool enable)
     log_debug << "You feel solid again." << std::endl;
   }
 }
-