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 */
90 Timer invincible_timer;
94 Timer shooting_timer; // used to show the arm when Tux is shooting
101 Player(PlayerStatus* player_status, const std::string& name);
104 virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
105 virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
107 void set_controller(Controller* controller);
108 Controller* get_controller()
113 void use_scripting_controller(bool use_or_release);
114 void do_scripting_controller(std::string control, bool pressed);
116 virtual void update(float elapsed_time);
117 virtual void draw(DrawingContext& context);
118 virtual void collision_solid(const CollisionHit& hit);
119 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
120 virtual void collision_tile(uint32_t tile_attributes);
122 void make_invincible();
123 bool is_invincible() const
125 return invincible_timer.started();
127 bool is_dying() const
131 Direction peeking_direction() const
136 void kill(bool completely);
137 void check_bounds(Camera* camera);
138 void move(const Vector& vector);
140 virtual bool add_bonus(const std::string& bonus);
141 virtual void add_coins(int count);
142 virtual int get_coins();
145 * picks up a bonus, taking care not to pick up lesser bonus items than we already have
147 * @returns true if the bonus has been set (or was already good enough)
148 * false if the bonus could not be set (for example no space for big tux)
150 bool add_bonus(BonusType type, bool animate = false);
152 * like add_bonus, but can also downgrade the bonus items carried
154 bool set_bonus(BonusType type, bool animate = false);
156 PlayerStatus* get_status()
158 return player_status;
160 // set kick animation
164 * play cheer animation.
165 * This might need some space and behave in an unpredictable way. Best to use this at level end.
170 * duck down if possible.
171 * this won't last long as long as input is enabled.
176 * stand back up if possible.
181 * do a backflip if possible.
186 * jump in the air if possible
187 * sensible values for yspeed are negative - unless we want to jump into the ground of course
189 void do_jump(float yspeed);
192 * Adds velocity to the player (be carefull when using this)
194 void add_velocity(const Vector& velocity);
197 * Adds velocity to the player until given end speed is reached
199 void add_velocity(const Vector& velocity, const Vector& end_speed);
202 * Returns the current velocity of the player
204 Vector get_velocity();
206 void bounce(BadGuy& badguy);
212 void set_visible(bool visible);
217 Portable* get_grabbed_object() const
219 return grabbed_object;
223 * Switches ghost mode on/off.
224 * Lets Tux float around and through solid objects.
226 void set_ghost_mode(bool enable);
229 * Switches edit mode on/off.
230 * In edit mode, Tux will enter ghost_mode instead of dying.
232 void set_edit_mode(bool enable);
235 * Returns whether ghost mode is currently enabled
237 bool get_ghost_mode() { return ghost_mode; }
240 * Changes height of bounding box.
241 * Returns true if successful, false otherwise
243 bool adjust_height(float new_height);
246 * Orders the current GameSession to start a sequence
248 void trigger_sequence(std::string sequence_name);
251 * Requests that the player start climbing the given Climbable
253 void start_climbing(Climbable& climbable);
256 * Requests that the player stop climbing the given Climbable
258 void stop_climbing(Climbable& climbable);
262 void handle_input_ghost(); /**< input handling while in ghost mode */
263 void handle_input_climbing(); /**< input handling while climbing */
268 void handle_horizontal_input();
269 void handle_vertical_input();
273 void walk(float speed);
276 * slows Tux down a little, based on where he's standing
278 void apply_friction();
282 Portable* grabbed_object;
284 Sprite* sprite; /**< The main sprite representing Tux */
285 Sprite* smalltux_gameover;
286 Sprite* smalltux_star;
289 std::auto_ptr<Surface> airarrow; /**< arrow indicating Tux' position when he's above the camera */
294 bool ghost_mode; /**< indicates if Tux should float around and through solid objects */
295 bool edit_mode; /**< indicates if Tux should switch to ghost mode rather than dying */
297 Timer unduck_hurt_timer; /**< if Tux wants to stand up again after ducking and cannot, this timer is started */
299 Climbable* climbing; /**< Climbable object we are currently climbing, null if none */
302 #endif /*SUPERTUX_PLAYER_H*/