4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 #ifndef SUPERTUX_PLAYER_H
21 #define SUPERTUX_PLAYER_H
27 #include "direction.hpp"
28 #include "video/surface.hpp"
29 #include "moving_object.hpp"
30 #include "sprite/sprite.hpp"
32 #include "control/controller.hpp"
33 #include "control/codecontroller.hpp"
34 #include "scripting/player.hpp"
35 #include "player_status.hpp"
36 #include "display_effect.hpp"
37 #include "script_interface.hpp"
38 #include "console.hpp"
46 static const float TUX_SAFE_TIME = 1.8f;
47 static const float TUX_INVINCIBLE_TIME = 10.0f;
48 static const float TUX_INVINCIBLE_TIME_WARNING = 2.0f;
49 static const float GROWING_TIME = 0.35f;
50 static const int GROWING_FRAMES = 7;
55 class Player : public MovingObject, public UsesPhysic, public Scripting::Player, public ScriptInterface
58 enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
60 Controller* controller;
61 CodeController* scripting_controller; /**< This controller is used when the Player is controlled via scripting */
62 PlayerStatus* player_status;
65 //Tux can only go this fast. If set to 0 no special limit is used, only the default limits.
66 void set_speedlimit(float newlimit);
67 float get_speedlimit();
72 int backflip_direction;
76 Controller* scripting_controller_old; /**< Saves the old controller while the scripting_controller is used */
91 Timer invincible_timer;
95 Timer shooting_timer; // used to show the arm when Tux is shooting
102 Player(PlayerStatus* player_status, const std::string& name);
105 virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
106 virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
108 void set_controller(Controller* controller);
109 Controller* get_controller()
114 void use_scripting_controller(bool use_or_release);
115 void do_scripting_controller(std::string control, bool pressed);
117 virtual void update(float elapsed_time);
118 virtual void draw(DrawingContext& context);
119 virtual void collision_solid(const CollisionHit& hit);
120 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
121 virtual void collision_tile(uint32_t tile_attributes);
123 void make_invincible();
124 bool is_invincible() const
126 return invincible_timer.started();
128 bool is_dying() const
132 Direction peeking_direction() const
137 void kill(bool completely);
138 void check_bounds(Camera* camera);
139 void move(const Vector& vector);
141 virtual bool add_bonus(const std::string& bonus);
142 virtual void add_coins(int count);
143 virtual int get_coins();
146 * picks up a bonus, taking care not to pick up lesser bonus items than we already have
148 * @returns true if the bonus has been set (or was already good enough)
149 * false if the bonus could not be set (for example no space for big tux)
151 bool add_bonus(BonusType type, bool animate = false);
153 * like add_bonus, but can also downgrade the bonus items carried
155 bool set_bonus(BonusType type, bool animate = false);
157 PlayerStatus* get_status()
159 return player_status;
161 // set kick animation
165 * play cheer animation.
166 * This might need some space and behave in an unpredictable way. Best to use this at level end.
171 * duck down if possible.
172 * this won't last long as long as input is enabled.
177 * stand back up if possible.
182 * do a backflip if possible.
187 * jump in the air if possible
188 * sensible values for yspeed are negative - unless we want to jump into the ground of course
190 void do_jump(float yspeed);
193 * Adds velocity to the player (be carefull when using this)
195 void add_velocity(const Vector& velocity);
198 * Adds velocity to the player until given end speed is reached
200 void add_velocity(const Vector& velocity, const Vector& end_speed);
203 * Returns the current velocity of the player
205 Vector get_velocity();
207 void bounce(BadGuy& badguy);
213 void set_visible(bool visible);
218 Portable* get_grabbed_object() const
220 return grabbed_object;
224 * Switches ghost mode on/off.
225 * Lets Tux float around and through solid objects.
227 void set_ghost_mode(bool enable);
230 * Switches edit mode on/off.
231 * In edit mode, Tux will enter ghost_mode instead of dying.
233 void set_edit_mode(bool enable);
236 * Returns whether ghost mode is currently enabled
238 bool get_ghost_mode() { return ghost_mode; }
241 * Changes height of bounding box.
242 * Returns true if successful, false otherwise
244 bool adjust_height(float new_height);
247 * Orders the current GameSession to start a sequence
249 void trigger_sequence(std::string sequence_name);
252 * Requests that the player start climbing the given Climbable
254 void start_climbing(Climbable& climbable);
257 * Requests that the player stop climbing the given Climbable
259 void stop_climbing(Climbable& climbable);
263 void handle_input_ghost(); /**< input handling while in ghost mode */
264 void handle_input_climbing(); /**< input handling while climbing */
269 void handle_horizontal_input();
270 void handle_vertical_input();
274 void walk(float speed);
277 * slows Tux down a little, based on where he's standing
279 void apply_friction();
283 Portable* grabbed_object;
285 Sprite* sprite; /**< The main sprite representing Tux */
286 Sprite* smalltux_gameover;
287 Sprite* smalltux_star;
290 std::auto_ptr<Surface> airarrow; /**< arrow indicating Tux' position when he's above the camera */
295 bool ghost_mode; /**< indicates if Tux should float around and through solid objects */
296 bool edit_mode; /**< indicates if Tux should switch to ghost mode rather than dying */
298 Timer unduck_hurt_timer; /**< if Tux wants to stand up again after ducking and cannot, this timer is started */
300 Climbable* climbing; /**< Climbable object we are currently climbing, null if none */
303 #endif /*SUPERTUX_PLAYER_H*/