2 // C Implementation: player/tux
7 // Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
9 // Copyright: See COPYING file that comes with this distribution
22 texture_type tux_life;
23 std::vector<texture_type> tux_right;
24 std::vector<texture_type> tux_left;
25 texture_type smalltux_jump_left;
26 texture_type smalltux_jump_right;
27 texture_type smalltux_stand_left;
28 texture_type smalltux_stand_right;
30 texture_type bigtux_right[3];
31 texture_type bigtux_left[3];
32 texture_type bigtux_right_jump;
33 texture_type bigtux_left_jump;
34 texture_type ducktux_right;
35 texture_type ducktux_left;
36 texture_type skidtux_right;
37 texture_type skidtux_left;
38 texture_type firetux_right[3];
39 texture_type firetux_left[3];
40 texture_type bigfiretux_right[3];
41 texture_type bigfiretux_left[3];
42 texture_type bigfiretux_right_jump;
43 texture_type bigfiretux_left_jump;
44 texture_type duckfiretux_right;
45 texture_type duckfiretux_left;
46 texture_type skidfiretux_right;
47 texture_type skidfiretux_left;
48 texture_type cape_right[2];
49 texture_type cape_left[2];
50 texture_type bigcape_right[2];
51 texture_type bigcape_left[2];
53 void player_input_init(player_input_type* pplayer_input)
55 pplayer_input->down = UP;
56 pplayer_input->fire = UP;
57 pplayer_input->left = UP;
58 pplayer_input->old_fire = UP;
59 pplayer_input->right = UP;
60 pplayer_input->up = UP;
72 // FIXME: Make the start position configurable via the levelfile
90 player_input_init(&input);
92 keymap.jump = SDLK_UP;
93 keymap.duck = SDLK_DOWN;
94 keymap.left = SDLK_LEFT;
95 keymap.right = SDLK_RIGHT;
96 keymap.fire = SDLK_LCTRL;
98 timer_init(&invincible_timer,true);
99 timer_init(&skidding_timer,true);
100 timer_init(&safe_timer,true);
101 timer_init(&frame_timer,true);
107 Player::key_event(SDLKey key, int state)
109 if(key == keymap.right)
114 else if(key == keymap.left)
119 else if(key == keymap.jump)
124 else if(key == keymap.duck)
129 else if(key == keymap.fire)
139 Player::level_begin()
146 previous_base = base;
150 player_input_init(&input);
152 timer_init(&invincible_timer,true);
153 timer_init(&skidding_timer,true);
154 timer_init(&safe_timer,true);
155 timer_init(&frame_timer,true);
162 bool jumped_in_solid = false;
164 /* --- HANDLE TUX! --- */
170 previous_base = base;
172 physic.apply(base.x, base.y);
177 collision_swept_object_map(&old_base,&base);
185 physic.enable_gravity(true);
189 physic.set_velocity(physic.get_velocity_x(), 0);
190 jumped_in_solid = true;
196 if (physic.get_velocity_y() < 0)
198 base.y = (int)(((int)base.y / 32) * 32);
199 physic.set_velocity(physic.get_velocity_x(), 0);
202 physic.enable_gravity(false);
203 /* Reset score multiplier (for multi-hits): */
204 score_multiplier = 1;
209 if (isbrick(base.x, base.y) ||
210 isfullbox(base.x, base.y))
212 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
213 World::current()->trybumpbadguy(base.x, base.y - 64);
215 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
217 bumpbrick(base.x, base.y);
218 World::current()->tryemptybox(base.x, base.y, RIGHT);
221 if (isbrick(base.x+ 31, base.y) ||
222 isfullbox(base.x+ 31, base.y))
224 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
225 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
228 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
230 bumpbrick(base.x+ 31, base.y);
231 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
243 /* Make sure jumping is off. */
250 timer_check(&safe_timer);
253 /* ---- DONE HANDLING TUX! --- */
255 /* Handle invincibility timer: */
258 if (get_current_music() == HERRING_MUSIC && !timer_check(&invincible_timer))
261 no, we are no more invincible
262 or we were not in invincible mode
263 but are we in hurry ?
267 if (timer_get_left(&time_left) < TIME_WARNING)
269 /* yes, we are in hurry
270 stop the herring_song, prepare to play the correct
273 set_current_music(HURRYUP_MUSIC);
277 set_current_music(LEVEL_MUSIC);
280 /* start playing it */
281 play_current_music();
284 /* Handle skidding: */
286 // timer_check(&skidding_timer); // disabled
289 if (base.x >= World::current()->get_level()->endpos
290 && World::current()->get_level()->endpos != 0)
300 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
301 issolid(base.x + 1, base.y + base.height) ||
302 issolid(base.x + base.width - 1, base.y + base.height) );
306 Player::under_solid()
308 return ( issolid(base.x + base.width / 2, base.y) ||
309 issolid(base.x + 1, base.y) ||
310 issolid(base.x + base.width - 1, base.y) );
314 Player::handle_horizontal_input(int newdir)
319 float vx = physic.get_velocity_x();
320 float vy = physic.get_velocity_y();
323 // skid if we're too fast
324 if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM
325 && !timer_started(&skidding_timer))
327 timer_start(&skidding_timer, SKID_TIME);
328 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
332 if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) &&
333 !timer_started(&skidding_timer))
338 /* Facing the direction we're jumping? Go full-speed: */
339 if (input.fire == UP)
341 if(vx >= MAX_WALK_XM) {
343 physic.set_acceleration(0, 0); // enough speedup
344 } else if(vx <= -MAX_WALK_XM) {
346 physic.set_acceleration(0, 0);
348 physic.set_acceleration(newdir ? 0.02 : -0.02, 0);
349 if(fabs(vx) < 1) // set some basic run speed
350 vx = newdir ? 1 : -1;
352 vx += ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
356 if (vx > MAX_WALK_XM)
361 if (vx < -MAX_WALK_XM)
366 else if ( input.fire == DOWN)
368 if(vx >= MAX_RUN_XM) {
370 physic.set_acceleration(0, 0); // enough speedup
371 } else if(vx <= -MAX_RUN_XM) {
373 physic.set_acceleration(0, 0);
375 physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
376 if(fabs(vx) < 1) // set some basic run speed
377 vx = newdir ? 1 : -1;
380 vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
389 if (vx < -MAX_RUN_XM)
397 /* Not facing the direction we're jumping?
399 vx = vx + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
403 if (vx > MAX_WALK_XM / 2)
404 vx = MAX_WALK_XM / 2;
408 if (vx < -MAX_WALK_XM / 2)
409 vx = -MAX_WALK_XM / 2;
414 physic.set_velocity(vx, vy);
418 Player::handle_vertical_input()
425 physic.set_velocity(physic.get_velocity_x(), 5.5);
429 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
431 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
434 else if(input.up == UP && jumping)
437 if(physic.get_velocity_y() > 0) {
438 physic.set_velocity(physic.get_velocity_x(), 0);
444 Player::handle_input()
446 /* Handle key and joystick state: */
449 if (input.right == DOWN && input.left == UP)
451 handle_horizontal_input(RIGHT);
453 else if (input.left == DOWN && input.right == UP)
455 handle_horizontal_input(LEFT);
459 float vx = physic.get_velocity_x();
460 if(fabs(vx) < 0.01) {
461 physic.set_velocity(0, physic.get_velocity_y());
462 physic.set_acceleration(0, 0);
464 physic.set_acceleration(0.1, 0);
466 physic.set_acceleration(-0.1, 0);
473 if ( input.up == DOWN || (input.up == UP && jumping))
475 handle_vertical_input();
480 if (input.fire == DOWN && input.old_fire == UP && got_coffee)
482 World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
488 if (input.down == DOWN)
490 if (size == BIG && duck != true)
499 if (size == BIG && duck)
501 /* Make sure we're not standing back up into a solid! */
505 if (!collision_object_map(&base) /*issolid(base.x + 16, base.y - 16)*/)
510 old_base.height = 64;
526 if(!timer_check(&frame_timer))
528 timer_start(&frame_timer,25);
529 if (input.right == UP && input.left == UP)
536 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
537 (global_frame_counter % 4) == 0)
538 frame_main = (frame_main + 1) % 4;
550 Player::grabdistros()
555 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
556 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
558 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
559 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
563 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
564 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
569 /* Enough distros for a One-up? */
570 if (distros >= DISTROS_LIFEUP)
572 distros = distros - DISTROS_LIFEUP;
573 if(lives < MAX_LIVES)
575 /*We want to hear the sound even, if MAX_LIVES is reached*/
576 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
583 if (!timer_started(&safe_timer) || (global_frame_counter % 2) == 0)
587 if (timer_started(&invincible_timer))
593 texture_draw(&cape_right[global_frame_counter % 2],
594 base.x- scroll_x, base.y);
598 texture_draw(&cape_left[global_frame_counter % 2],
599 base.x- scroll_x, base.y);
606 if (physic.get_velocity_y() != 0)
609 texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10);
611 texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10);
615 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
618 texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9);
620 texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9);
625 texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()],
626 base.x - scroll_x, base.y - 9);
628 texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()],
629 base.x - scroll_x, base.y - 9);
635 /* Tux got coffee! */
639 texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
643 texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
649 if (timer_started(&invincible_timer))
654 texture_draw(&bigcape_right[global_frame_counter % 2],
655 base.x- scroll_x - 8, base.y);
659 texture_draw(&bigcape_left[global_frame_counter % 2],
660 base.x-scroll_x - 8, base.y);
668 if (!timer_started(&skidding_timer))
670 if (!jumping || physic.get_velocity_y() > 0)
674 texture_draw(&bigtux_right[frame_],
675 base.x- scroll_x - 8, base.y);
679 texture_draw(&bigtux_left[frame_],
680 base.x- scroll_x - 8, base.y);
687 texture_draw(&bigtux_right_jump,
688 base.x- scroll_x - 8, base.y);
692 texture_draw(&bigtux_left_jump,
693 base.x- scroll_x - 8, base.y);
701 texture_draw(&skidtux_right,
702 base.x- scroll_x - 8, base.y);
706 texture_draw(&skidtux_left,
707 base.x- scroll_x - 8, base.y);
715 texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16);
719 texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16);
725 /* Tux has coffee! */
729 if (!timer_started(&skidding_timer))
731 if (!jumping || physic.get_velocity_y() > 0)
735 texture_draw(&bigfiretux_right[frame_],
736 base.x- scroll_x - 8, base.y);
740 texture_draw(&bigfiretux_left[frame_],
741 base.x- scroll_x - 8, base.y);
748 texture_draw(&bigfiretux_right_jump,
749 base.x- scroll_x - 8, base.y);
753 texture_draw(&bigfiretux_left_jump,
754 base.x- scroll_x - 8, base.y);
762 texture_draw(&skidfiretux_right,
763 base.x- scroll_x - 8, base.y);
767 texture_draw(&skidfiretux_left,
768 base.x- scroll_x - 8, base.y);
776 texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
780 texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
788 text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
792 Player::collision(void* p_c_object, int c_object)
794 BadGuy* pbad_c = NULL;
799 pbad_c = (BadGuy*) p_c_object;
800 /* Hurt the player if he just touched it: */
802 if (!pbad_c->dying && !dying &&
803 !timer_started(&safe_timer) &&
804 pbad_c->mode != HELD)
806 if (pbad_c->mode == FLAT && input.fire == DOWN)
811 else if (pbad_c->mode == KICK)
813 if (base.y < pbad_c->base.y - 16)
815 /* Step on (stop being kicked) */
818 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
822 /* Hurt if you get hit by kicked laptop: */
823 if (!timer_started(&invincible_timer))
829 pbad_c->dying = DYING_FALLING;
830 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
831 World::current()->add_score(pbad_c->base.x - scroll_x,
833 25 * score_multiplier);
839 if (!timer_started(&invincible_timer ))
860 Player::kill(int mode)
862 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
864 physic.set_velocity(0, physic.get_velocity_y());
866 if (mode == SHRINK && size == BIG)
874 timer_start(&safe_timer,TUX_SAFE_TIME);
881 physic.enable_gravity(true);
882 physic.set_acceleration(0, 0);
883 physic.set_velocity(0, 7);
884 dying = DYING_SQUISHED;
898 bool Player::is_dead()
900 if(base.y > screen->h)
906 /* Remove Tux's power ups */
908 Player::remove_powerups()
916 Player::keep_in_bounds()
918 Level* plevel = World::current()->get_level();
920 /* Keep tux in bounds: */
923 else if(base.x< scroll_x)
925 else if (base.x< 160 + scroll_x && scroll_x > 0 && debug_mode)
927 scroll_x = base.x- 160;
934 else if (base.x > screen->w / 2 + scroll_x
935 && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
937 // FIXME: Scrolling needs to be handled by a seperate View
938 // class, doing it as a player huck is ugly
940 // Scroll the screen in past center:
941 scroll_x = base.x - screen->w / 2;
943 if (scroll_x > ((plevel->width * 32) - screen->w))
944 scroll_x = ((plevel->width * 32) - screen->w);
946 else if (base.x> 608 + scroll_x)
948 /* ... unless there's no more to scroll! */
950 /*base.x= 608 + scroll_x;*/
953 /* Keep in-bounds, vertically: */
955 if (base.y > screen->h)