3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.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.
25 #include "app/globals.h"
30 #include "special/sprite.h"
35 #include "resources.h"
36 #include "interactive_object.h"
37 #include "video/screen.h"
38 #include "statistics.h"
40 // behavior definitions:
41 #define TILES_FOR_BUTTJUMP 3
42 // animation times (in ms):
43 #define SHOOTING_TIME 320
45 #define AUTOSCROLL_DEAD_INTERVAL 300
47 // time before idle animation starts
48 #define IDLE_TIME 2500
51 Surface* growingtux_left[GROWING_FRAMES];
52 Surface* growingtux_right[GROWING_FRAMES];
56 Sprite* smalltux_gameover;
57 Sprite* smalltux_star;
60 TuxBodyParts* small_tux;
61 TuxBodyParts* big_tux;
62 TuxBodyParts* fire_tux;
63 TuxBodyParts* ice_tux;
67 PlayerKeymap::PlayerKeymap()
69 keymap.jump = SDLK_SPACE;
70 keymap.activate = SDLK_UP;
71 keymap.duck = SDLK_DOWN;
72 keymap.left = SDLK_LEFT;
73 keymap.right = SDLK_RIGHT;
74 keymap.fire = SDLK_LCTRL;
77 void player_input_init(player_input_type* pplayer_input)
79 pplayer_input->down = UP;
80 pplayer_input->fire = UP;
81 pplayer_input->left = UP;
82 pplayer_input->old_fire = UP;
83 pplayer_input->right = UP;
84 pplayer_input->up = UP;
85 pplayer_input->old_up = UP;
86 pplayer_input->activate = UP;
90 TuxBodyParts::set_action(std::string action)
93 head->set_action(action);
95 body->set_action(action);
97 arms->set_action(action);
99 feet->set_action(action);
103 TuxBodyParts::one_time_animation()
106 head->start_animation(1);
108 body->start_animation(1);
110 arms->start_animation(1);
112 feet->start_animation(1);
116 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
117 Uint32 drawing_effect)
120 head->draw(context, pos, layer-1, drawing_effect);
122 body->draw(context, pos, layer-3, drawing_effect);
124 arms->draw(context, pos, layer, drawing_effect);
126 feet->draw(context, pos, layer-2, drawing_effect);
141 holding_something = false;
147 got_power = NONE_POWER;
151 previous_base = old_base = base;
159 fall_mode = ON_GROUND;
164 enable_hover = false;
170 player_input_init(&input);
172 invincible_timer.init(true);
173 skidding_timer.init(true);
174 safe_timer.init(true);
175 frame_timer.init(true);
176 kick_timer.init(true);
177 shooting_timer.init(true);
178 growing_timer.init(true);
179 idle_timer.init(true);
180 flapping_timer.init(true);
186 Player::key_event(SDLKey key, int state)
188 idle_timer.start(IDLE_TIME);
190 if(key == keymap.right)
195 else if(key == keymap.left)
200 else if(key == keymap.jump)
205 else if(key == keymap.duck)
210 else if(key == keymap.fire)
217 else if(key == keymap.activate)
219 input.activate = state;
222 /** check for interactive objects */
223 for(Sector::InteractiveObjects::iterator i
224 = Sector::current()->interactive_objects.begin();
225 i != Sector::current()->interactive_objects.end(); ++i) {
226 if(rectcollision(base, (*i)->get_area())) {
227 (*i)->interaction(INTERACTION_ACTIVATE);
239 Player::level_begin()
243 previous_base = old_base = base;
248 player_input_init(&input);
250 invincible_timer.init(true);
251 skidding_timer.init(true);
252 safe_timer.init(true);
253 frame_timer.init(true);
254 growing_timer.init(true);
255 idle_timer.init(true);
261 Player::action(float elapsed_time)
263 bool jumped_in_solid = false;
265 if(dying && !dying_timer.check()) {
270 if (input.fire == UP)
271 holding_something = false;
274 previous_base = base;
276 /* --- HANDLE TUX! --- */
277 if(dying == DYING_NOT)
280 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
282 if(dying == DYING_NOT)
284 base_type target = base;
286 collision_swept_object_map(&old_base, &base);
288 if ((!invincible_timer.started() && !safe_timer.started())
289 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
290 || isspike(base.x, base.y + base.height)
291 || isspike(base.x + base.width, base.y + base.height)))
296 // Don't accelerate Tux if he is running against a wall
297 if (target.x != base.x)
299 physic.set_velocity_x(0);
302 // special exception for cases where we're stuck under tiles after
303 // being ducked. In this case we drift out
304 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
305 && collision_object_map(base))
307 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
308 previous_base = old_base = base;
314 physic.enable_gravity(true);
318 physic.set_velocity_y(0);
319 jumped_in_solid = true;
326 if (physic.get_velocity_y() < 0)
328 base.y = (int)(((int)base.y / 32) * 32);
329 physic.set_velocity_y(0);
332 physic.enable_gravity(false);
333 /* Reset score multiplier (for multi-hits): */
334 if (!invincible_timer.started())
335 player_status.score_multiplier = 1;
340 if (isbrick(base.x, base.y) ||
341 isfullbox(base.x, base.y))
343 Sector::current()->trygrabdistro(
344 Vector(base.x, base.y - 32), BOUNCE);
345 Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
347 Sector::current()->trybreakbrick(
348 Vector(base.x, base.y), size == SMALL);
350 bumpbrick(base.x, base.y);
351 Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
354 if (isbrick(base.x+ 31, base.y) ||
355 isfullbox(base.x+ 31, base.y))
357 Sector::current()->trygrabdistro(
358 Vector(base.x+ 31, base.y - 32), BOUNCE);
359 Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
362 Sector::current()->trybreakbrick(
363 Vector(base.x+ 31, base.y), size == SMALL);
365 bumpbrick(base.x+ 31, base.y);
366 Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
378 /* Make sure jumping is off. */
384 /* ---- DONE HANDLING TUX! --- */
387 skidding_timer.check();
388 invincible_timer.check();
396 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
397 issolid(base.x + 1, base.y + base.height) ||
398 issolid(base.x + base.width - 1, base.y + base.height));
402 Player::under_solid()
404 return ( issolid(base.x + base.width / 2, base.y) ||
405 issolid(base.x + 1, base.y) ||
406 issolid(base.x + base.width - 1, base.y) );
410 Player::tiles_on_air(int tiles)
412 for(int t = 0; t != tiles; t++)
414 if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
415 issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
416 issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
423 Player::handle_horizontal_input()
425 float vx = physic.get_velocity_x();
426 float vy = physic.get_velocity_y();
427 float ax = physic.get_acceleration_x();
428 float ay = physic.get_acceleration_y();
431 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
435 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
441 if (input.fire == UP) {
442 ax = dirsign * WALK_ACCELERATION_X;
444 if(vx >= MAX_WALK_XM && dirsign > 0) {
447 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
452 ax = dirsign * RUN_ACCELERATION_X;
454 if(vx >= MAX_RUN_XM && dirsign > 0) {
457 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
463 // we can reach WALK_SPEED without any acceleration
464 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
465 vx = dirsign * WALK_SPEED;
468 // changing directions?
469 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
470 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
471 skidding_timer.start(SKID_TIME);
472 SoundManager::get()->play_sound(IDToSound(SND_SKID));
479 // we get slower when not pressing any keys
481 if(fabs(vx) < WALK_SPEED) {
485 ax = WALK_ACCELERATION_X * 1.5;
487 ax = WALK_ACCELERATION_X * -1.5;
491 // if we're on ice slow down acceleration or deceleration
492 if (isice(base.x, base.y + base.height))
494 /* the acceleration/deceleration rate on ice is inversely proportional to
495 * the current velocity.
498 // increasing 1 will increase acceleration/deceleration rate
499 // decreasing 1 will decrease acceleration/deceleration rate
500 // must stay above zero, though
501 if (ax != 0) ax *= 1 / fabs(vx);
504 physic.set_velocity(vx, vy);
505 physic.set_acceleration(ax, ay);
509 Player::handle_vertical_input()
513 fall_mode = ON_GROUND;
514 last_ground_y = base.y;
516 if(base.y > last_ground_y)
518 else if(fall_mode == ON_GROUND)
523 if(input.up == DOWN && can_jump && on_ground())
525 global_stats.add_points(JUMPS_STAT, 1);
527 if(duck) { // only jump a little bit when in duck mode {
528 physic.set_velocity_y(3);
530 // jump higher if we are running
531 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
532 physic.set_velocity_y(5.8);
534 physic.set_velocity_y(5.2);
543 SoundManager::get()->play_sound(IDToSound(SND_JUMP));
545 SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
547 // Let go of jump key
548 else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
550 if (!flapping && !duck)
555 physic.set_velocity_y(0);
559 if (input.up == DOWN && can_flap)
561 if (!flapping_timer.started()) {flapping_timer.start(TUX_FLAPPING_TIME);}
562 if (!flapping_timer.check()) {can_flap = false;}
565 if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
567 physic.set_velocity_y((float)flapping_timer.get_gone()/450);
572 //(disabled by default, use cheat code "hover" to toggle on/off)
573 //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
574 if (enable_hover && input.up == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
576 physic.set_velocity_y(-1);
579 /* In case the player has pressed Down while in a certain range of air,
580 enable butt jump action */
581 if (input.down == DOWN && !butt_jump && !duck)
582 if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
585 /* When Down is not held anymore, disable butt jump */
586 if(butt_jump && input.down == UP)
590 if (butt_jump && on_ground() && size == BIG)
594 Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
596 Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
600 // Break bricks beneath Tux
601 if(Sector::current()->trybreakbrick(
602 Vector(base.x + 1, base.y + base.height), false)
603 || Sector::current()->trybreakbrick(
604 Vector(base.x + base.width - 1, base.y + base.height), false))
606 physic.set_velocity_y(2);
610 // Kill nearby badguys
611 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
612 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
613 i != gameobjects.end();
616 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
620 if (fabsf(base.x - badguy->base.x) < 150 &&
621 fabsf(base.y - badguy->base.y) < 60 &&
622 (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
623 issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
629 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
630 issolid(base.x + 1, base.y + base.height + 64) ||
631 issolid(base.x + base.width - 1, base.y + base.height + 64))
635 && input.old_up == UP)
640 if(on_ground()) /* Make sure jumping is off. */
643 input.old_up = input.up;
647 Player::handle_input()
649 /* Handle horizontal movement: */
650 handle_horizontal_input();
654 if (on_ground() && input.up == UP)
656 handle_vertical_input();
659 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
661 if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
662 physic.get_velocity_x(), dir))
663 shooting_timer.start(SHOOTING_TIME);
664 input.old_fire = DOWN;
667 /* tux animations: */
668 if(!frame_timer.check())
670 frame_timer.start(25);
671 if (input.right == UP && input.left == UP)
678 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
679 (global_frame_counter % 4) == 0)
680 frame_main = (frame_main + 1) % 4;
690 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
695 // changing base size confuses collision otherwise
696 old_base = previous_base = base;
698 else if(input.down == UP && size == BIG && duck)
700 // try if we can really unduck
703 // when unducking in air we need some space to do so
704 if(on_ground() || !collision_object_map(base)) {
706 // changing base size confuses collision otherwise
707 old_base = previous_base = base;
709 // undo the ducking changes
717 Player::grow(bool animate)
727 growing_timer.start(GROWING_TIME);
729 old_base = previous_base = base;
733 Player::grabdistros()
738 Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
739 Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
740 Sector::current()->trygrabdistro(
741 Vector(base.x, base.y + base.height), NO_BOUNCE);
742 Sector::current()->trygrabdistro(
743 Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
747 Sector::current()->trygrabdistro(
748 Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
749 Sector::current()->trygrabdistro(
750 Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
755 /* Enough distros for a One-up? */
756 if (player_status.distros >= DISTROS_LIFEUP)
758 player_status.distros = player_status.distros - DISTROS_LIFEUP;
759 if(player_status.lives < MAX_LIVES)
760 ++player_status.lives;
761 /*We want to hear the sound even, if MAX_LIVES is reached*/
762 SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
767 Player::draw(DrawingContext& context)
769 TuxBodyParts* tux_body;
772 tux_body = small_tux;
773 else if (got_power == FIRE_POWER)
775 else if (got_power == ICE_POWER)
780 int layer = LAYER_OBJECTS - 1;
781 Vector pos = Vector(base.x, base.y);
783 /* Set Tux sprite action */
784 if (duck && size == BIG)
787 tux_body->set_action("duck-left");
789 tux_body->set_action("duck-right");
791 else if (skidding_timer.started())
794 tux_body->set_action("skid-left");
796 tux_body->set_action("skid-right");
798 else if (kick_timer.started())
801 tux_body->set_action("kick-left");
803 tux_body->set_action("kick-right");
808 tux_body->set_action("buttjump-left");
810 tux_body->set_action("buttjump-right");
812 else if (physic.get_velocity_y() != 0)
815 tux_body->set_action("jump-left");
817 tux_body->set_action("jump-right");
821 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
824 tux_body->set_action("stand-left");
826 tux_body->set_action("stand-right");
831 tux_body->set_action("walk-left");
833 tux_body->set_action("walk-right");
837 if(idle_timer.get_left() < 0)
842 tux_body->head->set_action("idle-left");
844 tux_body->head->set_action("idle-right");
846 tux_body->head->start_animation(1);
849 idle_timer.start(IDLE_TIME);
852 // Tux is holding something
853 if ((holding_something && physic.get_velocity_y() == 0) ||
854 shooting_timer.check())
859 tux_body->arms->set_action("duck+grab-left");
861 tux_body->arms->set_action("duck+grab-right");
866 tux_body->arms->set_action("grab-left");
868 tux_body->arms->set_action("grab-right");
873 if (dying == DYING_SQUISHED)
875 smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
877 else if(growing_timer.check())
882 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
883 ((growing_timer.get_gone() *
884 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
886 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
887 ((growing_timer.get_gone() *
888 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
893 context.draw_surface(growingtux_right[(growing_timer.get_gone() *
894 GROWING_FRAMES) / GROWING_TIME], pos, layer);
896 context.draw_surface(growingtux_left[(growing_timer.get_gone() *
897 GROWING_FRAMES) / GROWING_TIME], pos, layer);
900 else if (safe_timer.started() && global_frame_counter%2)
903 tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
905 // Draw blinking star overlay
906 if (invincible_timer.started() &&
907 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
910 if (size == SMALL || duck)
911 smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
913 bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
917 context.draw_filled_rect(Vector(base.x, base.y),
918 Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
922 Player::collision(const MovingObject& other, int collision_type)
925 (void) collision_type;
926 // will be implemented later
930 Player::collision(void* p_c_object, int c_object)
932 BadGuy* pbad_c = NULL;
933 Trampoline* ptramp_c = NULL;
934 FlyingPlatform* pplatform_c = NULL;
939 pbad_c = (BadGuy*) p_c_object;
941 /* Hurt player if he touches a badguy */
942 if (!pbad_c->dying && !dying &&
943 !safe_timer.started() &&
944 pbad_c->mode != BadGuy::HELD)
946 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
947 && !holding_something)
949 holding_something = true;
950 pbad_c->mode = BadGuy::HELD;
953 else if (pbad_c->mode == BadGuy::FLAT)
955 // Don't get hurt if we're kicking a flat badguy!
957 else if (pbad_c->mode == BadGuy::KICK)
959 /* Hurt if you get hit by kicked laptop: */
960 if (!invincible_timer.started())
967 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
968 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
969 || pbad_c->kind == BAD_SPIKY))
973 if (!invincible_timer.started())
982 player_status.score_multiplier++;
987 ptramp_c = (Trampoline*) p_c_object;
989 // Pick up trampoline
990 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
992 holding_something = true;
993 ptramp_c->mode = Trampoline::M_HELD;
994 ptramp_c->base.y -= 8;
996 // Set down trampoline
997 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
999 holding_something = false;
1000 ptramp_c->mode = Trampoline::M_NORMAL;
1001 ptramp_c->base.y += 8;
1002 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1005 // ptramp_c->base.x = base.x + base.width+1;
1007 // ptramp_c->base.x = base.x - base.width-1;
1010 // Don't let tux walk through trampoline
1011 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1013 if (physic.get_velocity_x() > 0) // RIGHT
1015 physic.set_velocity_x(0);
1016 base.x = ptramp_c->base.x - base.width;
1018 else if (physic.get_velocity_x() < 0) // LEFT
1020 physic.set_velocity_x(0);
1021 base.x = ptramp_c->base.x + ptramp_c->base.width;
1026 case CO_FLYING_PLATFORM:
1027 pplatform_c = (FlyingPlatform*) p_c_object;
1029 base.y = pplatform_c->base.y - base.height;
1030 physic.set_velocity_x(pplatform_c->get_vel_x());
1032 physic.enable_gravity(false);
1034 fall_mode = ON_GROUND;
1046 Player::kill(HurtMode mode)
1051 SoundManager::get()->play_sound(IDToSound(SND_HURT));
1053 physic.set_velocity_x(0);
1055 if (mode == SHRINK && size == BIG)
1057 if (got_power != NONE_POWER)
1059 safe_timer.start(TUX_SAFE_TIME);
1060 got_power = NONE_POWER;
1064 growing_timer.start(GROWING_TIME);
1065 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1073 physic.enable_gravity(true);
1074 physic.set_acceleration(0, 0);
1075 physic.set_velocity(0, 7);
1076 --player_status.lives;
1077 dying = DYING_SQUISHED;
1078 dying_timer.start(3000);
1082 /* Remove Tux's power ups */
1084 Player::remove_powerups()
1086 got_power = NONE_POWER;
1092 Player::move(const Vector& vector)
1096 old_base = previous_base = base;
1100 Player::check_bounds(Camera* camera)
1102 /* Keep tux in bounds: */
1104 { // Lock Tux to the size of the level, so that he doesn't fall of
1109 /* Keep in-bounds, vertically: */
1110 if (base.y > Sector::current()->solids->get_height() * 32)
1116 bool adjust = false;
1117 // can happen if back scrolling is disabled
1118 if(base.x < camera->get_translation().x) {
1119 base.x = camera->get_translation().x;
1122 if(base.x >= camera->get_translation().x + screen->w - base.width) {
1123 base.x = camera->get_translation().x + screen->w - base.width;
1129 if(collision_object_map(base)) {
1137 Player::bounce(BadGuy* badguy)
1140 physic.set_velocity_y(5.2);
1142 physic.set_velocity_y(2);
1144 // Move the player a little bit above the badguy to avoid collision
1145 // between badguy and player directly after the bounce has happend
1146 base.y = badguy->base.y - base.height - 2;