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
20 texture_type tux_life,
21 tux_right[3], tux_left[3],
22 bigtux_right[3], bigtux_left[3],
23 bigtux_right_jump, bigtux_left_jump,
24 ducktux_right, ducktux_left,
25 skidtux_right, skidtux_left,
26 firetux_right[3], firetux_left[3],
27 bigfiretux_right[3], bigfiretux_left[3],
28 bigfiretux_right_jump, bigfiretux_left_jump,
29 duckfiretux_right, duckfiretux_left,
30 skidfiretux_right, skidfiretux_left,
31 cape_right[2], cape_left[2],
32 bigcape_right[2], bigcape_left[2];
34 void player_input_init(player_input_type* pplayer_input)
36 pplayer_input->down = UP;
37 pplayer_input->fire = UP;
38 pplayer_input->left = UP;
39 pplayer_input->old_fire = UP;
40 pplayer_input->right = UP;
41 pplayer_input->up = UP;
44 void player_init(player_type* pplayer)
46 pplayer->base.width = 32;
47 pplayer->base.height = 32;
49 pplayer->size = SMALL;
50 pplayer->got_coffee = NO;
53 pplayer->base.y = 240;
56 pplayer->old_base = pplayer->base;
61 pplayer->jumping = NO;
63 pplayer->frame_main = 0;
69 player_input_init(&pplayer->input);
71 pplayer->keymap.jump = SDLK_UP;
72 pplayer->keymap.duck = SDLK_DOWN;
73 pplayer->keymap.left = SDLK_LEFT;
74 pplayer->keymap.right = SDLK_RIGHT;
75 pplayer->keymap.fire = SDLK_LCTRL;
77 timer_init(&pplayer->invincible_timer,YES);
78 timer_init(&pplayer->skidding_timer,YES);
79 timer_init(&pplayer->safe_timer,YES);
80 timer_init(&pplayer->frame_timer,YES);
81 physic_init(&pplayer->hphysic);
82 physic_init(&pplayer->vphysic);
85 int player_key_event(player_type* pplayer, SDLKey key, int state)
87 if(key == pplayer->keymap.right)
89 pplayer->input.right = state;
92 else if( key == pplayer->keymap.left)
94 pplayer->input.left = state;
97 else if(key == pplayer->keymap.jump)
99 pplayer->input.up = state;
102 else if(key == pplayer->keymap.duck)
104 pplayer->input.down = state;
107 else if(key == pplayer->keymap.fire)
109 pplayer->input.fire = state;
116 void player_level_begin(player_type* pplayer)
119 pplayer->base.y = 240;
120 pplayer->base.xm = 0;
121 pplayer->base.ym = 0;
122 pplayer->old_base = pplayer->base;
124 player_input_init(&pplayer->input);
126 timer_init(&pplayer->invincible_timer,YES);
127 timer_init(&pplayer->skidding_timer,YES);
128 timer_init(&pplayer->safe_timer,YES);
129 timer_init(&pplayer->frame_timer,YES);
130 physic_init(&pplayer->hphysic);
131 physic_init(&pplayer->vphysic);
134 void player_action(player_type* pplayer)
137 jumped_in_solid = NO;
139 /* --- HANDLE TUX! --- */
141 player_input(pplayer);
145 pplayer->previous_base = pplayer->base;
147 pplayer->base.x += pplayer->base.xm * frame_ratio;
148 pplayer->base.y += pplayer->base.ym * frame_ratio;
150 collision_swept_object_map(&pplayer->old_base,&pplayer->base);
152 player_keep_in_bounds(pplayer);
160 if( !player_on_ground(pplayer))
162 if(player_under_solid(pplayer))
164 physic_set_state(&pplayer->vphysic,PH_VT);
165 physic_set_start_vy(&pplayer->vphysic,0);
166 jumped_in_solid = YES;
170 if(!physic_is_set(&pplayer->vphysic))
172 physic_set_state(&pplayer->vphysic,PH_VT);
173 physic_set_start_vy(&pplayer->vphysic,0);
176 pplayer->base.ym = physic_get_velocity(&pplayer->vphysic);
184 if (pplayer->base.ym > 0)
186 pplayer->base.y = (int)(((int)pplayer->base.y / 32) * 32);
187 pplayer->base.ym = 0;
190 physic_init(&pplayer->vphysic);
192 /* Reset score multiplier (for multi-hits): */
194 score_multiplier = 1;
197 if(jumped_in_solid == YES)
200 if (isbrick(pplayer->base.x, pplayer->base.y) ||
201 isfullbox(pplayer->base.x, pplayer->base.y))
203 trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
204 trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
206 if(pplayer->size == BIG)
207 trybreakbrick(pplayer->base.x, pplayer->base.y);
209 bumpbrick(pplayer->base.x, pplayer->base.y);
210 tryemptybox(pplayer->base.x, pplayer->base.y, RIGHT);
213 if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
214 isfullbox(pplayer->base.x+ 31, pplayer->base.y))
216 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
217 trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
219 if(pplayer->size == BIG)
220 trybreakbrick(pplayer->base.x+ 31, pplayer->base.y);
222 bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
223 tryemptybox(pplayer->base.x+ 31, pplayer->base.y, LEFT);
227 if(pplayer->size == SMALL)
229 /* Get a distro from a brick? */
231 if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
232 shape(pplayer->base.x, pplayer->base.y) == 'y')
234 add_bouncy_distro((((int)pplayer->base.x)
236 ((int)pplayer->base.y / 32) * 32);
237 if (counting_distros == NO)
239 counting_distros = YES;
240 distro_counter = 100;
243 if (distro_counter <= 0)
244 level_change(¤t_level,pplayer->base.x,pplayer->base.y - 1, 'a');
246 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
247 score = score + SCORE_DISTRO;
250 else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
251 shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
253 add_bouncy_distro((((int)pplayer->base.x + 31)
255 ((int)pplayer->base.y / 32) * 32);
256 if (counting_distros == NO)
258 counting_distros = YES;
259 distro_counter = 100;
262 if (distro_counter <= 0)
263 level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
265 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
266 score = score + SCORE_DISTRO;
272 player_grabdistros(pplayer);
273 if(jumped_in_solid == YES)
276 ++pplayer->old_base.y;
277 if(player_on_ground(pplayer))
279 /* Make sure jumping is off. */
280 pplayer->jumping = NO;
286 timer_check(&pplayer->safe_timer);
289 /* ---- DONE HANDLING TUX! --- */
291 /* Handle invincibility timer: */
294 if (get_current_music() == HERRING_MUSIC && !timer_check(&pplayer->invincible_timer))
297 no, we are no more invincible
298 or we were not in invincible mode
299 but are we in hurry ?
303 if (timer_get_left(&time_left) < TIME_WARNING)
305 /* yes, we are in hurry
306 stop the herring_song, prepare to play the correct
309 set_current_music(HURRYUP_MUSIC);
313 set_current_music(LEVEL_MUSIC);
316 /* start playing it */
317 play_current_music();
320 /* Handle skidding: */
322 timer_check(&pplayer->skidding_timer);
326 if (pplayer->base.x >= endpos && endpos != 0)
333 int player_on_ground(player_type *pplayer)
335 if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y + pplayer->base.height) ||
336 issolid(pplayer->base.x + 1, pplayer->base.y + pplayer->base.height) ||
337 issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y + pplayer->base.height) )
347 int player_under_solid(player_type *pplayer)
349 if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y) ||
350 issolid(pplayer->base.x + 1, pplayer->base.y) ||
351 issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y) )
361 void player_handle_horizontal_input(player_type *pplayer, int dir)
364 if ((dir ? (pplayer->base.xm < -SKID_XM) : (pplayer->base.xm > SKID_XM)) && !timer_started(&pplayer->skidding_timer) &&
365 pplayer->dir == !dir && player_on_ground(pplayer))
367 timer_start(&pplayer->skidding_timer, SKID_TIME);
369 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
375 if ((dir ? (pplayer->base.xm < 0) : (pplayer->base.xm > 0)) && !isice(pplayer->base.x, pplayer->base.y + pplayer->base.height) &&
376 !timer_started(&pplayer->skidding_timer))
378 pplayer->base.xm = 0;
383 if (pplayer->dir == dir)
385 /* Facing the direction we're jumping? Go full-speed: */
387 if (pplayer->input.fire == UP)
389 pplayer->base.xm = pplayer->base.xm + ( dir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
393 if (pplayer->base.xm > MAX_WALK_XM)
394 pplayer->base.xm = MAX_WALK_XM;
398 if (pplayer->base.xm < -MAX_WALK_XM)
399 pplayer->base.xm = -MAX_WALK_XM;
402 else if ( pplayer->input.fire == DOWN)
404 pplayer->base.xm = pplayer->base.xm + ( dir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
408 if (pplayer->base.xm > MAX_RUN_XM)
409 pplayer->base.xm = MAX_RUN_XM;
413 if (pplayer->base.xm < -MAX_RUN_XM)
414 pplayer->base.xm = -MAX_RUN_XM;
419 /* Not facing the direction we're jumping?
422 pplayer->base.xm = pplayer->base.xm + ( dir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
426 if (pplayer->base.xm > MAX_WALK_XM / 2)
427 pplayer->base.xm = MAX_WALK_XM / 2;
431 if (pplayer->base.xm < -MAX_WALK_XM / 2)
432 pplayer->base.xm = -MAX_WALK_XM / 2;
440 void player_handle_vertical_input(player_type *pplayer)
442 if(pplayer->input.up == DOWN)
444 if (player_on_ground(pplayer))
446 if(!physic_is_set(&pplayer->vphysic))
448 physic_set_state(&pplayer->vphysic,PH_VT);
449 physic_set_start_vy(&pplayer->vphysic,5.5);
451 pplayer->jumping = YES;
452 if (pplayer->size == SMALL)
453 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
455 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
459 else if(pplayer->input.up == UP && pplayer->jumping == YES)
461 if (player_on_ground(pplayer))
463 physic_init(&pplayer->vphysic);
464 pplayer->jumping = NO;
468 pplayer->jumping = NO;
469 if(physic_is_set(&pplayer->vphysic))
471 if(physic_get_velocity(&pplayer->vphysic) < 0.)
473 physic_set_state(&pplayer->vphysic,PH_VT);
474 physic_set_start_vy(&pplayer->vphysic,0);
479 if(!physic_is_set(&pplayer->vphysic))
481 physic_set_state(&pplayer->vphysic,PH_VT);
488 void player_input(player_type *pplayer)
490 /* Handle key and joystick state: */
492 if(pplayer->duck == NO)
494 if (pplayer->input.right == DOWN && pplayer->input.left == UP)
496 player_handle_horizontal_input(pplayer,RIGHT);
498 else if (pplayer->input.left == DOWN && pplayer->input.right == UP)
500 player_handle_horizontal_input(pplayer,LEFT);
504 if(pplayer->base.xm > 0)
506 pplayer->base.xm = (int)(pplayer->base.xm - frame_ratio);
507 if(pplayer->base.xm < 0)
508 pplayer->base.xm = 0;
510 else if(pplayer->base.xm < 0)
512 pplayer->base.xm = (int)(pplayer->base.xm + frame_ratio);
513 if(pplayer->base.xm > 0)
514 pplayer->base.xm = 0;
521 if ( pplayer->input.up == DOWN || (pplayer->input.up == UP && pplayer->jumping == YES))
523 player_handle_vertical_input(pplayer);
528 if (pplayer->input.fire == DOWN && pplayer->input.old_fire == UP && pplayer->got_coffee)
530 add_bullet(pplayer->base.x, pplayer->base.y, pplayer->base.xm, pplayer->dir);
536 if (pplayer->input.down == DOWN)
538 if (pplayer->size == BIG && pplayer->duck != YES)
541 pplayer->base.height = 32;
542 pplayer->base.y += 32;
547 if (pplayer->size == BIG && pplayer->duck == YES)
549 /* Make sure we're not standing back up into a solid! */
550 pplayer->base.height = 64;
551 pplayer->base.y -= 32;
553 if (!collision_object_map(&pplayer->base) /*issolid(pplayer->base.x + 16, pplayer->base.y - 16)*/)
556 pplayer->base.height = 64;
557 pplayer->old_base.y -= 32;
558 pplayer->old_base.height = 64;
562 pplayer->base.height = 32;
563 pplayer->base.y += 32;
574 if(!timer_check(&pplayer->frame_timer))
576 timer_start(&pplayer->frame_timer,25);
577 if (pplayer->input.right == UP && pplayer->input.left == UP)
579 pplayer->frame_main = 1;
584 if ((pplayer->input.fire == DOWN && (frame % 2) == 0) ||
586 pplayer->frame_main = (pplayer->frame_main + 1) % 4;
588 pplayer->frame = pplayer->frame_main;
590 if (pplayer->frame == 3)
597 void player_grabdistros(player_type *pplayer)
602 trygrabdistro(pplayer->base.x, pplayer->base.y, NO_BOUNCE);
603 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y, NO_BOUNCE);
605 trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
606 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
608 if(pplayer->size == BIG)
610 trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
611 trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
617 /* Enough distros for a One-up? */
619 if (distros >= DISTROS_LIFEUP)
621 distros = distros - DISTROS_LIFEUP;
622 if(pplayer->lives < MAX_LIVES)
624 /*We want to hear the sound even, if MAX_LIVES is reached*/
625 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
629 void player_draw(player_type* pplayer)
631 if (!timer_started(&pplayer->safe_timer) || (frame % 2) == 0)
633 if (pplayer->size == SMALL)
635 if (timer_started(&pplayer->invincible_timer))
639 if (pplayer->dir == RIGHT)
641 texture_draw(&cape_right[frame % 2],
642 pplayer->base.x- scroll_x, pplayer->base.y,
647 texture_draw(&cape_left[frame % 2],
648 pplayer->base.x- scroll_x, pplayer->base.y,
654 if (!pplayer->got_coffee)
656 if (pplayer->dir == RIGHT)
658 texture_draw(&tux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
662 texture_draw(&tux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
667 /* Tux got coffee! */
669 if (pplayer->dir == RIGHT)
671 texture_draw(&firetux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
675 texture_draw(&firetux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
681 if (timer_started(&pplayer->invincible_timer))
685 if (pplayer->dir == RIGHT)
687 texture_draw(&bigcape_right[frame % 2],
688 pplayer->base.x- scroll_x - 8, pplayer->base.y,
693 texture_draw(&bigcape_left[frame % 2],
694 pplayer->base.x-scroll_x - 8, pplayer->base.y,
699 if (!pplayer->got_coffee)
703 if (!timer_started(&pplayer->skidding_timer))
705 if (!pplayer->jumping || pplayer->base.ym > 0)
707 if (pplayer->dir == RIGHT)
709 texture_draw(&bigtux_right[pplayer->frame],
710 pplayer->base.x- scroll_x - 8, pplayer->base.y,
715 texture_draw(&bigtux_left[pplayer->frame],
716 pplayer->base.x- scroll_x - 8, pplayer->base.y,
722 if (pplayer->dir == RIGHT)
724 texture_draw(&bigtux_right_jump,
725 pplayer->base.x- scroll_x - 8, pplayer->base.y,
730 texture_draw(&bigtux_left_jump,
731 pplayer->base.x- scroll_x - 8, pplayer->base.y,
738 if (pplayer->dir == RIGHT)
740 texture_draw(&skidtux_right,
741 pplayer->base.x- scroll_x - 8, pplayer->base.y,
746 texture_draw(&skidtux_left,
747 pplayer->base.x- scroll_x - 8, pplayer->base.y,
754 if (pplayer->dir == RIGHT)
756 texture_draw(&ducktux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
761 texture_draw(&ducktux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
768 /* Tux has coffee! */
772 if (!timer_started(&pplayer->skidding_timer))
774 if (!pplayer->jumping || pplayer->base.ym > 0)
776 if (pplayer->dir == RIGHT)
778 texture_draw(&bigfiretux_right[pplayer->frame],
779 pplayer->base.x- scroll_x - 8, pplayer->base.y,
784 texture_draw(&bigfiretux_left[pplayer->frame],
785 pplayer->base.x- scroll_x - 8, pplayer->base.y,
791 if (pplayer->dir == RIGHT)
793 texture_draw(&bigfiretux_right_jump,
794 pplayer->base.x- scroll_x - 8, pplayer->base.y,
799 texture_draw(&bigfiretux_left_jump,
800 pplayer->base.x- scroll_x - 8, pplayer->base.y,
807 if (pplayer->dir == RIGHT)
809 texture_draw(&skidfiretux_right,
810 pplayer->base.x- scroll_x - 8, pplayer->base.y,
815 texture_draw(&skidfiretux_left,
816 pplayer->base.x- scroll_x - 8, pplayer->base.y,
823 if (pplayer->dir == RIGHT)
825 texture_draw(&duckfiretux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
830 texture_draw(&duckfiretux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
839 void player_collision(player_type* pplayer, void* p_c_object, int c_object)
841 bad_guy_type* pbad_c = NULL;
846 pbad_c = (bad_guy_type*) p_c_object;
847 /* Hurt the player if he just touched it: */
849 if (!pbad_c->dying && !pplayer->dying &&
850 !timer_started(&pplayer->safe_timer) &&
851 pbad_c->mode != HELD)
853 if (pbad_c->mode == FLAT && pplayer->input.fire != DOWN)
858 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
860 if (pplayer->base.x < pbad_c->base.x + (pbad_c->base.width/2))
863 pbad_c->base.x = pbad_c->base.x + 16;
868 pbad_c->base.x = pbad_c->base.x - 32;
871 timer_start(&pbad_c->timer,5000);
873 else if (pbad_c->mode == FLAT && pplayer->input.fire == DOWN)
878 else if (pbad_c->mode == KICK)
880 if (pplayer->base.y < pbad_c->base.y - 16 &&
881 timer_started(&pbad_c->timer))
883 /* Step on (stop being kicked) */
886 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
887 timer_start(&pbad_c->timer, 10000);
891 /* Hurt if you get hit by kicked laptop: */
893 if (timer_started(&pbad_c->timer))
895 if (!timer_started(&pplayer->invincible_timer))
897 player_kill(pplayer,SHRINK);
901 pbad_c->dying = FALLING;
902 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
903 add_score(pbad_c->base.x - scroll_x,
905 25 * score_multiplier);
912 if (!timer_started(&pplayer->invincible_timer ))
914 player_kill(pplayer,SHRINK);
918 pbad_c->dying = FALLING;
919 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
920 add_score(pbad_c->base.x - scroll_x,
922 25 * score_multiplier);
936 void player_kill(player_type* pplayer, int mode)
938 pplayer->base.ym = -5;
940 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
942 if (pplayer->dir == RIGHT)
943 pplayer->base.xm = -8;
944 else if (pplayer->dir == LEFT)
945 pplayer->base.xm = 8;
947 if (mode == SHRINK && pplayer->size == BIG)
949 if (pplayer->got_coffee)
950 pplayer->got_coffee = NO;
952 pplayer->size = SMALL;
953 pplayer->base.height = 32;
955 timer_start(&pplayer->safe_timer,TUX_SAFE_TIME);
963 void player_dying(player_type *pplayer)
965 pplayer->base.ym = pplayer->base.ym + gravity;
970 player_remove_powerups(pplayer);
973 player_level_begin(pplayer);
977 /* Remove Tux's power ups */
978 void player_remove_powerups(player_type* pplayer)
980 pplayer->got_coffee = NO;
981 pplayer->size = SMALL;
982 pplayer->base.height = 32;
985 void player_keep_in_bounds(player_type* pplayer)
987 /* Keep tux in bounds: */
988 if (pplayer->base.x< 0)
990 else if(pplayer->base.x< scroll_x)
991 pplayer->base.x= scroll_x;
992 else if (pplayer->base.x< 160 + scroll_x && scroll_x > 0 && debug_mode == YES)
994 scroll_x = pplayer->base.x- 160;
995 /*pplayer->base.x+= 160;*/
1001 else if (pplayer->base.x> screen->w / 2 + scroll_x && scroll_x < ((current_level.width * 32) - screen->w))
1003 /* Scroll the screen in past center: */
1005 scroll_x = pplayer->base.x- screen->w / 2;
1006 /*pplayer->base.x= 320 + scroll_x;*/
1008 if (scroll_x > ((current_level.width * 32) - screen->w))
1009 scroll_x = ((current_level.width * 32) - screen->w);
1011 else if (pplayer->base.x> 608 + scroll_x)
1013 /* ... unless there's no more to scroll! */
1015 /*pplayer->base.x= 608 + scroll_x;*/
1018 /* Keep in-bounds, vertically: */
1020 if (pplayer->base.y > screen->h)
1022 player_kill(&tux,KILL);