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;
167 player_input_init(&input);
169 invincible_timer.init(true);
170 skidding_timer.init(true);
171 safe_timer.init(true);
172 frame_timer.init(true);
173 kick_timer.init(true);
174 shooting_timer.init(true);
175 growing_timer.init(true);
176 idle_timer.init(true);
182 Player::key_event(SDLKey key, int state)
184 idle_timer.start(IDLE_TIME);
186 if(key == keymap.right)
191 else if(key == keymap.left)
196 else if(key == keymap.jump)
201 else if(key == keymap.duck)
206 else if(key == keymap.fire)
213 else if(key == keymap.activate)
215 input.activate = state;
218 /** check for interactive objects */
219 for(Sector::InteractiveObjects::iterator i
220 = Sector::current()->interactive_objects.begin();
221 i != Sector::current()->interactive_objects.end(); ++i) {
222 if(rectcollision(base, (*i)->get_area())) {
223 (*i)->interaction(INTERACTION_ACTIVATE);
235 Player::level_begin()
239 previous_base = old_base = base;
244 player_input_init(&input);
246 invincible_timer.init(true);
247 skidding_timer.init(true);
248 safe_timer.init(true);
249 frame_timer.init(true);
250 growing_timer.init(true);
251 idle_timer.init(true);
257 Player::action(float elapsed_time)
259 bool jumped_in_solid = false;
261 if(dying && !dying_timer.check()) {
266 if (input.fire == UP)
267 holding_something = false;
270 previous_base = base;
272 /* --- HANDLE TUX! --- */
273 if(dying == DYING_NOT)
276 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
278 if(dying == DYING_NOT)
280 base_type target = base;
282 collision_swept_object_map(&old_base, &base);
284 if ((!invincible_timer.started() && !safe_timer.started())
285 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
286 || isspike(base.x, base.y + base.height)
287 || isspike(base.x + base.width, base.y + base.height)))
292 // Don't accelerate Tux if he is running against a wall
293 if (target.x != base.x)
295 physic.set_velocity_x(0);
298 // special exception for cases where we're stuck under tiles after
299 // being ducked. In this case we drift out
300 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
301 && collision_object_map(base))
303 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
304 previous_base = old_base = base;
310 physic.enable_gravity(true);
314 physic.set_velocity_y(0);
315 jumped_in_solid = true;
322 if (physic.get_velocity_y() < 0)
324 base.y = (int)(((int)base.y / 32) * 32);
325 physic.set_velocity_y(0);
328 physic.enable_gravity(false);
329 /* Reset score multiplier (for multi-hits): */
330 if (!invincible_timer.started())
331 player_status.score_multiplier = 1;
336 if (isbrick(base.x, base.y) ||
337 isfullbox(base.x, base.y))
339 Sector::current()->trygrabdistro(
340 Vector(base.x, base.y - 32), BOUNCE);
341 Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
343 Sector::current()->trybreakbrick(
344 Vector(base.x, base.y), size == SMALL);
346 bumpbrick(base.x, base.y);
347 Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
350 if (isbrick(base.x+ 31, base.y) ||
351 isfullbox(base.x+ 31, base.y))
353 Sector::current()->trygrabdistro(
354 Vector(base.x+ 31, base.y - 32), BOUNCE);
355 Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
358 Sector::current()->trybreakbrick(
359 Vector(base.x+ 31, base.y), size == SMALL);
361 bumpbrick(base.x+ 31, base.y);
362 Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
374 /* Make sure jumping is off. */
380 /* ---- DONE HANDLING TUX! --- */
383 skidding_timer.check();
384 invincible_timer.check();
392 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
393 issolid(base.x + 1, base.y + base.height) ||
394 issolid(base.x + base.width - 1, base.y + base.height));
398 Player::under_solid()
400 return ( issolid(base.x + base.width / 2, base.y) ||
401 issolid(base.x + 1, base.y) ||
402 issolid(base.x + base.width - 1, base.y) );
406 Player::tiles_on_air(int tiles)
408 for(int t = 0; t != tiles; t++)
410 if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
411 issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
412 issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
419 Player::handle_horizontal_input()
421 float vx = physic.get_velocity_x();
422 float vy = physic.get_velocity_y();
423 float ax = physic.get_acceleration_x();
424 float ay = physic.get_acceleration_y();
427 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
431 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
437 if (input.fire == UP) {
438 ax = dirsign * WALK_ACCELERATION_X;
440 if(vx >= MAX_WALK_XM && dirsign > 0) {
443 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
448 ax = dirsign * RUN_ACCELERATION_X;
450 if(vx >= MAX_RUN_XM && dirsign > 0) {
453 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
459 // we can reach WALK_SPEED without any acceleration
460 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
461 vx = dirsign * WALK_SPEED;
464 // changing directions?
465 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
466 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
467 skidding_timer.start(SKID_TIME);
468 SoundManager::get()->play_sound(IDToSound(SND_SKID));
475 // we get slower when not pressing any keys
477 if(fabs(vx) < WALK_SPEED) {
481 ax = WALK_ACCELERATION_X * 1.5;
483 ax = WALK_ACCELERATION_X * -1.5;
487 // if we're on ice slow down acceleration or deceleration
488 if (isice(base.x, base.y + base.height))
490 /* the acceleration/deceleration rate on ice is inversely proportional to
491 * the current velocity.
494 // increasing 1 will increase acceleration/deceleration rate
495 // decreasing 1 will decrease acceleration/deceleration rate
496 // must stay above zero, though
497 if (ax != 0) ax *= 1 / fabs(vx);
500 physic.set_velocity(vx, vy);
501 physic.set_acceleration(ax, ay);
505 Player::handle_vertical_input()
509 fall_mode = ON_GROUND;
510 last_ground_y = base.y;
512 if(base.y > last_ground_y)
514 else if(fall_mode == ON_GROUND)
519 if(input.up == DOWN && can_jump && on_ground())
521 global_stats.add_points(JUMPS_STAT, 1);
523 if(duck) { // only jump a little bit when in duck mode {
524 physic.set_velocity_y(3);
526 // jump higher if we are running
527 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
528 physic.set_velocity_y(5.8);
530 physic.set_velocity_y(5.2);
537 SoundManager::get()->play_sound(IDToSound(SND_JUMP));
539 SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
541 // Let go of jump key
542 else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
545 physic.set_velocity_y(0);
548 /* In case the player has pressed Down while in a certain range of air,
549 enable butt jump action */
550 if (input.down == DOWN && !butt_jump && !duck)
551 if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
554 /* When Down is not held anymore, disable butt jump */
555 if(butt_jump && input.down == UP)
559 if (butt_jump && on_ground() && size == BIG)
563 Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
565 Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
569 // Break bricks beneath Tux
570 if(Sector::current()->trybreakbrick(
571 Vector(base.x + 1, base.y + base.height), false)
572 || Sector::current()->trybreakbrick(
573 Vector(base.x + base.width - 1, base.y + base.height), false))
575 physic.set_velocity_y(2);
579 // Kill nearby badguys
580 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
581 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
582 i != gameobjects.end();
585 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
589 if (fabsf(base.x - badguy->base.x) < 150 &&
590 fabsf(base.y - badguy->base.y) < 60 &&
591 (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
592 issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
598 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
599 issolid(base.x + 1, base.y + base.height + 64) ||
600 issolid(base.x + base.width - 1, base.y + base.height + 64))
604 && input.old_up == UP)
609 if(on_ground()) /* Make sure jumping is off. */
612 input.old_up = input.up;
616 Player::handle_input()
618 /* Handle horizontal movement: */
619 handle_horizontal_input();
623 if (on_ground() && input.up == UP)
625 handle_vertical_input();
628 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
630 if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
631 physic.get_velocity_x(), dir))
632 shooting_timer.start(SHOOTING_TIME);
633 input.old_fire = DOWN;
636 /* tux animations: */
637 if(!frame_timer.check())
639 frame_timer.start(25);
640 if (input.right == UP && input.left == UP)
647 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
648 (global_frame_counter % 4) == 0)
649 frame_main = (frame_main + 1) % 4;
659 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
664 // changing base size confuses collision otherwise
665 old_base = previous_base = base;
667 else if(input.down == UP && size == BIG && duck)
669 // try if we can really unduck
672 // when unducking in air we need some space to do so
673 if(on_ground() || !collision_object_map(base)) {
675 // changing base size confuses collision otherwise
676 old_base = previous_base = base;
678 // undo the ducking changes
686 Player::grow(bool animate)
696 growing_timer.start(GROWING_TIME);
698 old_base = previous_base = base;
702 Player::grabdistros()
707 Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
708 Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
709 Sector::current()->trygrabdistro(
710 Vector(base.x, base.y + base.height), NO_BOUNCE);
711 Sector::current()->trygrabdistro(
712 Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
716 Sector::current()->trygrabdistro(
717 Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
718 Sector::current()->trygrabdistro(
719 Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
724 /* Enough distros for a One-up? */
725 if (player_status.distros >= DISTROS_LIFEUP)
727 player_status.distros = player_status.distros - DISTROS_LIFEUP;
728 if(player_status.lives < MAX_LIVES)
729 ++player_status.lives;
730 /*We want to hear the sound even, if MAX_LIVES is reached*/
731 SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
736 Player::draw(DrawingContext& context)
738 TuxBodyParts* tux_body;
741 tux_body = small_tux;
742 else if (got_power == FIRE_POWER)
744 else if (got_power == ICE_POWER)
749 int layer = LAYER_OBJECTS - 1;
750 Vector pos = Vector(base.x, base.y);
752 /* Set Tux sprite action */
753 if (duck && size == BIG)
756 tux_body->set_action("duck-left");
758 tux_body->set_action("duck-right");
760 else if (skidding_timer.started())
763 tux_body->set_action("skid-left");
765 tux_body->set_action("skid-right");
767 else if (kick_timer.started())
770 tux_body->set_action("kick-left");
772 tux_body->set_action("kick-right");
777 tux_body->set_action("buttjump-left");
779 tux_body->set_action("buttjump-right");
781 else if (physic.get_velocity_y() != 0)
784 tux_body->set_action("jump-left");
786 tux_body->set_action("jump-right");
790 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
793 tux_body->set_action("stand-left");
795 tux_body->set_action("stand-right");
800 tux_body->set_action("walk-left");
802 tux_body->set_action("walk-right");
806 if(idle_timer.get_left() < 0)
811 tux_body->head->set_action("idle-left");
813 tux_body->head->set_action("idle-right");
815 tux_body->head->start_animation(1);
818 idle_timer.start(IDLE_TIME);
821 // Tux is holding something
822 if ((holding_something && physic.get_velocity_y() == 0) ||
823 shooting_timer.check())
828 tux_body->arms->set_action("duck+grab-left");
830 tux_body->arms->set_action("duck+grab-right");
835 tux_body->arms->set_action("grab-left");
837 tux_body->arms->set_action("grab-right");
842 if (dying == DYING_SQUISHED)
844 smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
846 else if(growing_timer.check())
851 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
852 ((growing_timer.get_gone() *
853 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
855 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
856 ((growing_timer.get_gone() *
857 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
862 context.draw_surface(growingtux_right[(growing_timer.get_gone() *
863 GROWING_FRAMES) / GROWING_TIME], pos, layer);
865 context.draw_surface(growingtux_left[(growing_timer.get_gone() *
866 GROWING_FRAMES) / GROWING_TIME], pos, layer);
869 else if (safe_timer.started() && global_frame_counter%2)
872 tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
874 // Draw blinking star overlay
875 if (invincible_timer.started() &&
876 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
879 if (size == SMALL || duck)
880 smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
882 bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
886 context.draw_filled_rect(Vector(base.x, base.y),
887 Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
891 Player::collision(const MovingObject& other, int collision_type)
894 (void) collision_type;
895 // will be implemented later
899 Player::collision(void* p_c_object, int c_object)
901 BadGuy* pbad_c = NULL;
902 Trampoline* ptramp_c = NULL;
903 FlyingPlatform* pplatform_c = NULL;
908 pbad_c = (BadGuy*) p_c_object;
910 /* Hurt player if he touches a badguy */
911 if (!pbad_c->dying && !dying &&
912 !safe_timer.started() &&
913 pbad_c->mode != BadGuy::HELD)
915 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
916 && !holding_something)
918 holding_something = true;
919 pbad_c->mode = BadGuy::HELD;
922 else if (pbad_c->mode == BadGuy::FLAT)
924 // Don't get hurt if we're kicking a flat badguy!
926 else if (pbad_c->mode == BadGuy::KICK)
928 /* Hurt if you get hit by kicked laptop: */
929 if (!invincible_timer.started())
936 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
937 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
938 || pbad_c->kind == BAD_SPIKY))
942 if (!invincible_timer.started())
951 player_status.score_multiplier++;
956 ptramp_c = (Trampoline*) p_c_object;
958 // Pick up trampoline
959 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
961 holding_something = true;
962 ptramp_c->mode = Trampoline::M_HELD;
963 ptramp_c->base.y -= 8;
965 // Set down trampoline
966 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
968 holding_something = false;
969 ptramp_c->mode = Trampoline::M_NORMAL;
970 ptramp_c->base.y += 8;
971 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
974 // ptramp_c->base.x = base.x + base.width+1;
976 // ptramp_c->base.x = base.x - base.width-1;
979 // Don't let tux walk through trampoline
980 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
982 if (physic.get_velocity_x() > 0) // RIGHT
984 physic.set_velocity_x(0);
985 base.x = ptramp_c->base.x - base.width;
987 else if (physic.get_velocity_x() < 0) // LEFT
989 physic.set_velocity_x(0);
990 base.x = ptramp_c->base.x + ptramp_c->base.width;
995 case CO_FLYING_PLATFORM:
996 pplatform_c = (FlyingPlatform*) p_c_object;
998 base.y = pplatform_c->base.y - base.height;
999 physic.set_velocity_x(pplatform_c->get_vel_x());
1001 physic.enable_gravity(false);
1003 fall_mode = ON_GROUND;
1015 Player::kill(HurtMode mode)
1020 SoundManager::get()->play_sound(IDToSound(SND_HURT));
1022 physic.set_velocity_x(0);
1024 if (mode == SHRINK && size == BIG)
1026 if (got_power != NONE_POWER)
1028 safe_timer.start(TUX_SAFE_TIME);
1029 got_power = NONE_POWER;
1033 growing_timer.start(GROWING_TIME);
1034 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1042 physic.enable_gravity(true);
1043 physic.set_acceleration(0, 0);
1044 physic.set_velocity(0, 7);
1045 --player_status.lives;
1046 dying = DYING_SQUISHED;
1047 dying_timer.start(3000);
1051 /* Remove Tux's power ups */
1053 Player::remove_powerups()
1055 got_power = NONE_POWER;
1061 Player::move(const Vector& vector)
1065 old_base = previous_base = base;
1069 Player::check_bounds(Camera* camera)
1071 /* Keep tux in bounds: */
1073 { // Lock Tux to the size of the level, so that he doesn't fall of
1078 /* Keep in-bounds, vertically: */
1079 if (base.y > Sector::current()->solids->get_height() * 32)
1085 bool adjust = false;
1086 // can happen if back scrolling is disabled
1087 if(base.x < camera->get_translation().x) {
1088 base.x = camera->get_translation().x;
1091 if(base.x >= camera->get_translation().x + screen->w - base.width) {
1092 base.x = camera->get_translation().x + screen->w - base.width;
1098 if(collision_object_map(base)) {
1106 Player::bounce(BadGuy* badguy)
1109 physic.set_velocity_y(5.2);
1111 physic.set_velocity_y(2);
1113 // Move the player a little bit above the badguy to avoid collision
1114 // between badguy and player directly after the bounce has happend
1115 base.y = badguy->base.y - base.height - 2;