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 "scripting/player.hpp"
34 #include "player_status.hpp"
35 #include "display_effect.hpp"
36 #include "script_interface.hpp"
37 #include "console.hpp"
45 static const float TUX_SAFE_TIME = 1.8f;
46 static const float TUX_INVINCIBLE_TIME = 10.0f;
47 static const float TUX_INVINCIBLE_TIME_WARNING = 2.0f;
48 static const float GROWING_TIME = 0.35f;
49 static const int GROWING_FRAMES = 7;
54 extern Surface* growingtux_left[GROWING_FRAMES];
55 extern Surface* growingtux_right[GROWING_FRAMES];
61 : head(0), body(0), arms(0), feet(0)
70 void set_action(std::string action, int loops = -1);
71 void one_time_animation();
72 void draw(DrawingContext& context, const Vector& pos, int layer, Portable* grabbed_object);
80 extern TuxBodyParts* small_tux;
81 extern TuxBodyParts* big_tux;
82 extern TuxBodyParts* fire_tux;
83 extern TuxBodyParts* ice_tux;
85 class Player : public MovingObject, public UsesPhysic, public Scripting::Player, public ScriptInterface
88 enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
90 Controller* controller;
91 PlayerStatus* player_status;
94 //Tux can only go this fast. If set to 0 no special limit is used, only the default limits.
95 void set_speedlimit(float newlimit);
96 float get_speedlimit();
101 int backflip_direction;
118 Timer invincible_timer;
119 Timer skidding_timer;
122 Timer shooting_timer; // used to show the arm when Tux is shooting
126 Timer backflip_timer;
129 Player(PlayerStatus* player_status, const std::string& name);
132 virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
133 virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
135 void set_controller(Controller* controller);
136 Controller* get_controller()
141 virtual void update(float elapsed_time);
142 virtual void draw(DrawingContext& context);
143 virtual void collision_solid(const CollisionHit& hit);
144 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
145 virtual void collision_tile(uint32_t tile_attributes);
147 void make_invincible();
148 bool is_invincible() const
150 return invincible_timer.started();
152 bool is_dying() const
156 Direction peeking_direction() const
161 void kill(bool completely);
162 void check_bounds(Camera* camera);
163 void move(const Vector& vector);
165 virtual bool add_bonus(const std::string& bonus);
166 virtual void add_coins(int count);
167 virtual int get_coins();
170 * picks up a bonus, taking care not to pick up lesser bonus items than we already have
172 * @returns true if the bonus has been set (or was already good enough)
173 * false if the bonus could not be set (for example no space for big tux)
175 bool add_bonus(BonusType type, bool animate = false);
177 * like add_bonus, but can also downgrade the bonus items carried
179 bool set_bonus(BonusType type, bool animate = false);
181 PlayerStatus* get_status()
183 return player_status;
185 // set kick animation
189 * play cheer animation.
190 * This might need some space and behave in an unpredictable way. Best to use this at level end.
195 * duck down if possible.
196 * this won't last long as long as input is enabled.
201 * stand back up if possible.
206 * do a backflip if possible.
211 * jump in the air if possible
212 * sensible values for yspeed are negative - unless we want to jump into the ground of course
214 void do_jump(float yspeed);
217 * Adds velocity to the player (be carefull when using this)
219 void add_velocity(const Vector& velocity);
222 * Adds velocity to the player until given end speed is reached
224 void add_velocity(const Vector& velocity, const Vector& end_speed);
226 void bounce(BadGuy& badguy);
232 void set_visible(bool visible);
237 Portable* get_grabbed_object() const
239 return grabbed_object;
243 * Switches ghost mode on/off.
244 * Lets Tux float around and through solid objects.
246 void set_ghost_mode(bool enable);
249 * Returns whether ghost mode is currently enabled
251 bool get_ghost_mode() { return ghost_mode; }
254 * Changes height of bounding box.
255 * Returns true if successful, false otherwise
257 bool adjust_height(float new_height);
260 * Orders the current GameSession to start a sequence
262 void trigger_sequence(std::string sequence_name);
265 * Requests that the player start climbing the given Climbable
267 void start_climbing(Climbable& climbable);
270 * Requests that the player stop climbing the given Climbable
272 void stop_climbing(Climbable& climbable);
276 void handle_input_ghost(); /**< input handling while in ghost mode */
277 void handle_input_climbing(); /**< input handling while climbing */
282 void handle_horizontal_input();
283 void handle_vertical_input();
287 void walk(float speed);
290 * slows Tux down a little, based on where he's standing
292 void apply_friction();
296 Portable* grabbed_object;
298 Sprite* smalltux_gameover;
299 Sprite* smalltux_star;
302 std::auto_ptr<Surface> airarrow; /**< arrow indicating Tux' position when he's above the camera */
307 bool ghost_mode; /**< indicates if Tux should float around and through solid objects */
309 Timer unduck_hurt_timer; /**< if Tux wants to stand up again after ducking and cannot, this timer is started */
311 Climbable* climbing; /**< Climbable object we are currently climbing, null if none */
314 #endif /*SUPERTUX_PLAYER_H*/