put both Ryan's and my flapping code into player.cpp with mine currently activated.
[supertux.git] / src / player.cpp
1 //  $Id$
2 //
3 //  SuperTux -  A Jump'n Run
4 //  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
5 //
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.
10 //
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.
15 //
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.
19
20 #include <cmath>
21 #include <iostream>
22 #include <cassert>
23
24 #include "app/globals.h"
25 #include "app/gettext.h"
26 #include "player.h"
27 #include "defines.h"
28 #include "scene.h"
29 #include "tile.h"
30 #include "special/sprite.h"
31 #include "sector.h"
32 #include "tilemap.h"
33 #include "camera.h"
34 #include "gameobjs.h"
35 #include "resources.h"
36 #include "interactive_object.h"
37 #include "video/screen.h"
38 #include "statistics.h"
39 #include "gameloop.h"
40
41 // behavior definitions:
42 #define TILES_FOR_BUTTJUMP 3
43 // animation times (in ms):
44 #define SHOOTING_TIME 320
45 // others stuff:
46 #define AUTOSCROLL_DEAD_INTERVAL 300
47
48 // time before idle animation starts
49 #define IDLE_TIME 2500
50
51 // growing animation
52 Surface* growingtux_left[GROWING_FRAMES];
53 Surface* growingtux_right[GROWING_FRAMES];
54
55 Surface* tux_life;
56
57 Sprite* smalltux_gameover;
58 Sprite* smalltux_star;
59 Sprite* bigtux_star;
60
61 TuxBodyParts* small_tux;
62 TuxBodyParts* big_tux;
63 TuxBodyParts* fire_tux;
64 TuxBodyParts* ice_tux;
65
66 PlayerKeymap keymap;
67
68 PlayerKeymap::PlayerKeymap()
69 {
70   keymap.up    = SDLK_UP;
71   keymap.down  = SDLK_DOWN;
72   keymap.left  = SDLK_LEFT;
73   keymap.right = SDLK_RIGHT;
74
75   keymap.power = SDLK_LCTRL;
76   keymap.jump  = SDLK_LALT;
77 }
78
79 void player_input_init(player_input_type* pplayer_input)
80 {
81   pplayer_input->up = UP;
82   pplayer_input->down = UP;
83   pplayer_input->fire = UP;
84   pplayer_input->left = UP;
85   pplayer_input->old_fire = UP;
86   pplayer_input->right = UP;
87   pplayer_input->jump = UP;
88   pplayer_input->old_jump = UP;
89   pplayer_input->activate = UP;
90 }
91
92 void
93 TuxBodyParts::set_action(std::string action)
94 {
95   if(head != NULL)
96     head->set_action(action);
97   if(body != NULL)
98     body->set_action(action);
99   if(arms != NULL)
100     arms->set_action(action);
101   if(feet != NULL)
102     feet->set_action(action);
103 }
104
105 void
106 TuxBodyParts::one_time_animation()
107 {
108   if(head != NULL)
109     head->start_animation(1);
110   if(body != NULL)
111     body->start_animation(1);
112   if(arms != NULL)
113     arms->start_animation(1);
114   if(feet != NULL)
115     feet->start_animation(1);
116 }
117
118 void
119 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
120                   Uint32 drawing_effect)
121 {
122   if(head != NULL)
123     head->draw(context, pos, layer-1, drawing_effect);
124   if(body != NULL)
125     body->draw(context, pos, layer-3, drawing_effect);
126   if(arms != NULL)
127     arms->draw(context, pos, layer,   drawing_effect);
128   if(feet != NULL)
129     feet->draw(context, pos, layer-2, drawing_effect);
130 }
131
132 Player::Player()
133 {
134   init();
135 }
136
137 Player::~Player()
138 {
139 }
140
141 void
142 Player::init()
143 {
144   holding_something = false;
145
146   base.width = 32;
147   base.height = 32;
148
149   size = SMALL;
150   got_power = NONE_POWER;
151
152   base.x = 0;
153   base.y = 0;
154   previous_base = old_base = base;
155   dir = RIGHT;
156   old_dir = dir;
157   duck = false;
158   dead = false;
159
160   dying   = DYING_NOT;
161   last_ground_y = 0;
162   fall_mode = ON_GROUND;
163   jumping = false;
164   flapping = false;
165   can_jump = true;
166   can_flap = false;
167   falling_from_flap = false;
168   enable_hover = false;
169   butt_jump = false;
170   
171   frame_main = 0;
172   frame_ = 0;
173
174   player_input_init(&input);
175
176   invincible_timer.init(true);
177   skidding_timer.init(true);
178   safe_timer.init(true);
179   frame_timer.init(true);
180   kick_timer.init(true);
181   shooting_timer.init(true);
182   growing_timer.init(true);
183   idle_timer.init(true);
184   flapping_timer.init(true);
185
186   physic.reset();
187 }
188
189 int
190 Player::key_event(SDLKey key, int state)
191 {
192   idle_timer.start(IDLE_TIME);
193
194   if(key == keymap.right)
195     {
196       input.right = state;
197       return true;
198     }
199   else if(key == keymap.left)
200     {
201       input.left = state;
202       return true;
203     }
204   else if(key == keymap.up)
205     {
206       input.up = state;
207
208       /* Up key also opens activates stuff */
209       input.activate = state;
210
211       if(state == DOWN) {
212         /** check for interactive objects */
213         for(Sector::InteractiveObjects::iterator i 
214             = Sector::current()->interactive_objects.begin();
215             i != Sector::current()->interactive_objects.end(); ++i) {
216           if(rectcollision(base, (*i)->get_area())) {
217             (*i)->interaction(INTERACTION_ACTIVATE);
218           }
219         }
220       }
221
222       return true;
223     }
224   else if(key == keymap.down)
225     {
226       input.down = state;
227       return true;
228     }
229   else if(key == keymap.power)
230     {
231       if (state == UP)
232         input.old_fire = UP;
233       input.fire = state;
234
235       return true;
236     }
237   else if(key == keymap.jump)
238     {
239       if (state == UP)
240         input.old_jump = UP;
241       input.jump = state;
242       return true;
243     }
244   else
245     return false;
246 }
247
248 void
249 Player::level_begin()
250 {
251   base.x  = 100;
252   base.y  = 170;
253   previous_base = old_base = base;
254   duck = false;
255
256   dying = DYING_NOT;
257
258   player_input_init(&input);
259
260   invincible_timer.init(true);
261   skidding_timer.init(true);
262   safe_timer.init(true);
263   frame_timer.init(true);
264   growing_timer.init(true);
265   idle_timer.init(true);
266
267   physic.reset();
268 }
269
270 void
271 Player::action(float elapsed_time)
272 {
273   bool jumped_in_solid = false;
274
275   if(dying && !dying_timer.check()) {
276     dead = true;
277     return;
278   }
279
280   if (input.fire == UP)
281     holding_something = false;
282
283   /* Move tux: */
284   previous_base = base;
285
286   /* --- HANDLE TUX! --- */
287   if(dying == DYING_NOT)
288     handle_input();
289
290   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
291
292   if(dying == DYING_NOT) 
293     {
294       base_type target = base;
295
296       collision_swept_object_map(&old_base, &base);
297
298       if ((!invincible_timer.started() && !safe_timer.started())
299           && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
300           ||  isspike(base.x, base.y + base.height)
301           ||  isspike(base.x + base.width, base.y + base.height)))
302       {
303          kill(SHRINK);
304       }
305
306       // Don't accelerate Tux if he is running against a wall
307       if (target.x != base.x)
308         {
309           physic.set_velocity_x(0);
310         }
311
312       // special exception for cases where we're stuck under tiles after
313       // being ducked. In this case we drift out
314       if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
315          && collision_object_map(base))
316         {
317           base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
318           previous_base = old_base = base;
319         }
320
321       // Land:
322       if (!on_ground())
323         {
324           physic.enable_gravity(true);
325           if(under_solid())
326             {
327               // fall down
328               physic.set_velocity_y(0);
329               jumped_in_solid = true;
330               jumping = false;
331               flapping = false;
332             }
333         }
334       else
335         {
336           /* Land: */
337           if (physic.get_velocity_y() < 0)
338             {
339               base.y = (int)(((int)base.y / 32) * 32);
340               physic.set_velocity_y(0);
341             }
342
343           physic.enable_gravity(false);
344           /* Reset score multiplier (for multi-hits): */
345           if (!invincible_timer.started())
346             {
347             /*if(player_status.score_multiplier > 2)
348               {  // show a message
349               char str[124];
350               sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
351               Sector::current()->add_floating_text(base, str);
352               }*/
353             player_status.score_multiplier = 1;
354             }
355         }
356
357       if(jumped_in_solid)
358         {
359           if (isbrick(base.x, base.y) ||
360               isfullbox(base.x, base.y))
361             {
362               Sector::current()->trygrabdistro(
363                   Vector(base.x, base.y - 32), BOUNCE);
364               Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
365
366               Sector::current()->trybreakbrick(
367                   Vector(base.x, base.y), size == SMALL);
368
369               bumpbrick(base.x, base.y);
370               Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
371             }
372
373           if (isbrick(base.x+ 31, base.y) ||
374               isfullbox(base.x+ 31, base.y))
375             {
376               Sector::current()->trygrabdistro(
377                   Vector(base.x+ 31, base.y - 32), BOUNCE);
378               Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
379
380               if(size == BIG)
381                 Sector::current()->trybreakbrick(
382                     Vector(base.x+ 31, base.y), size == SMALL);
383
384               bumpbrick(base.x+ 31, base.y);
385               Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
386             }
387         }
388
389       grabdistros();
390
391       if (jumped_in_solid)
392         {
393           ++base.y;
394           ++old_base.y;
395           if(on_ground())
396             {
397               /* Make sure jumping is off. */
398               jumping = false;
399               flapping = false;
400             }
401         }
402     }
403
404   /* ---- DONE HANDLING TUX! --- */
405
406   // check some timers
407   skidding_timer.check();
408   invincible_timer.check();
409   safe_timer.check();
410   kick_timer.check();
411 }
412
413 bool
414 Player::on_ground()
415 {
416   return ( issolid(base.x + base.width / 2, base.y + base.height) ||
417            issolid(base.x + 1, base.y + base.height) ||
418            issolid(base.x + base.width - 1, base.y + base.height));
419 }
420
421 bool
422 Player::under_solid()
423 {
424   return ( issolid(base.x + base.width / 2, base.y) ||
425            issolid(base.x + 1, base.y) ||
426            issolid(base.x + base.width - 1, base.y)  );
427 }
428
429 bool
430 Player::tiles_on_air(int tiles)
431 {
432   for(int t = 0; t != tiles; t++)
433      {
434      if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
435          issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
436          issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
437        return false;
438      }
439   return true;
440 }
441
442 void
443 Player::handle_horizontal_input()
444 {
445   float vx = physic.get_velocity_x();
446   float vy = physic.get_velocity_y();
447   float ax = physic.get_acceleration_x();
448   float ay = physic.get_acceleration_y();
449
450   float dirsign = 0;
451   if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
452       old_dir = dir;
453       dir = LEFT;
454       dirsign = -1;
455   } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
456       old_dir = dir;
457       dir = RIGHT;
458       dirsign = 1;
459   }
460
461   if (input.fire == UP) {
462       ax = dirsign * WALK_ACCELERATION_X;
463       // limit speed
464       if(vx >= MAX_WALK_XM && dirsign > 0) {
465         vx = MAX_WALK_XM;
466         ax = 0;
467       } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
468         vx = -MAX_WALK_XM;
469         ax = 0;
470       }
471   } else {
472       ax = dirsign * RUN_ACCELERATION_X;
473       // limit speed
474       if(vx >= MAX_RUN_XM && dirsign > 0) {
475         vx = MAX_RUN_XM;
476         ax = 0;
477       } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
478         vx = -MAX_RUN_XM;
479         ax = 0;
480       }
481   }
482
483   // we can reach WALK_SPEED without any acceleration
484   if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
485     vx = dirsign * WALK_SPEED;
486   }
487
488   // changing directions?
489   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
490       if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
491           skidding_timer.start(SKID_TIME);
492           SoundManager::get()->play_sound(IDToSound(SND_SKID));
493           ax *= 2.5;
494       } else {
495           ax *= 2;
496       }
497   }
498
499   // we get slower when not pressing any keys
500   if(dirsign == 0) {
501       if(fabs(vx) < WALK_SPEED) {
502           vx = 0;
503           ax = 0;
504       } else if(vx < 0) {
505           ax = WALK_ACCELERATION_X * 1.5;
506       } else {
507           ax = WALK_ACCELERATION_X * -1.5;
508       }
509   }
510
511   // if we're on ice slow down acceleration or deceleration
512   if (isice(base.x, base.y + base.height))
513   {
514     /* the acceleration/deceleration rate on ice is inversely proportional to
515      * the current velocity.
516      */
517
518     // increasing 1 will increase acceleration/deceleration rate
519     // decreasing 1 will decrease acceleration/deceleration rate
520     //  must stay above zero, though
521     if (ax != 0) ax *= 1 / fabs(vx);
522   }
523
524   physic.set_velocity(vx, vy);
525   physic.set_acceleration(ax, ay);
526 }
527
528 void
529 Player::handle_vertical_input()
530 {
531   
532   // set fall mode...
533   if(on_ground()) {
534     fall_mode = ON_GROUND;
535     last_ground_y = base.y;
536   } else {
537     if(base.y > last_ground_y)
538       fall_mode = FALLING;
539     else if(fall_mode == ON_GROUND)
540       fall_mode = JUMPING;
541   }
542
543   // Press jump key
544   if(input.jump == DOWN && can_jump && on_ground())
545     {
546       if(duck) { // only jump a little bit when in duck mode {
547         physic.set_velocity_y(3);
548       } else {
549         // jump higher if we are running
550         if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
551           physic.set_velocity_y(5.8);
552         else
553           physic.set_velocity_y(5.2);
554       }
555
556       --base.y;
557       jumping = true;
558       flapping = false;
559       can_jump = false;
560       can_flap = false;
561       if (size == SMALL)
562         SoundManager::get()->play_sound(IDToSound(SND_JUMP));
563       else
564         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
565     }
566   // Let go of jump key
567   else if(input.jump == UP)
568     {
569       if (!flapping && !duck && !falling_from_flap && !on_ground())
570          {
571             can_flap = true;
572          }
573       if (jumping && physic.get_velocity_y() > 0)
574          {
575             jumping = false;
576             physic.set_velocity_y(0);
577          }
578     }
579
580    
581    // Flapping, Marek's version
582    if (input.jump == DOWN && can_flap)
583      {
584          if (!flapping_timer.started())
585             {
586                flapping_timer.start(TUX_FLAPPING_TIME);
587             }
588          if (!flapping_timer.check()) 
589             {
590                can_flap = false;
591                falling_from_flap = true;
592             }
593          //TODO: The slowing down of Tux should be handled...
594          if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
595          else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
596          jumping = true;
597          flapping = true;
598          if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
599             {
600                //TODO: ...here, using get_gone to slow him down at an increasing rate
601                physic.set_velocity_y((float)flapping_timer.get_gone()/700);
602             }
603      }
604      
605    /* // Flapping, Ryan's version
606    if (input.jump == DOWN && can_flap)
607      {
608          if (!flapping_timer.started())
609             {
610                flapping_timer.start(TUX_FLAPPING_TIME);
611             }
612          if (!flapping_timer.check()) 
613             {
614                can_flap = false;
615                falling_from_flap = true;
616             }
617          jumping = true;
618          flapping = true;
619          if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
620                 && physic.get_velocity_y() < 0)
621             {
622                float gravity = Sector::current()->gravity;
623                float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
624
625                // XXX: magic numbers. should be a percent of gravity
626                //      gravity is (by default) -0.1f
627                physic.set_acceleration_y(.12 + .01f*xr);
628
629 #if 0
630                // To slow down x-vel when flapping (not working)
631                if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
632                {
633                    if (physic.get_velocity_x() < 0)
634                        physic.set_acceleration_x(1.0f);
635                    else if (physic.get_velocity_x() > 0)
636                        physic.set_acceleration_x(-1.0f);
637                }
638 #endif
639             }
640      }
641     else
642      {
643         physic.set_acceleration_y(0);
644      }
645    */
646
647    // Hover
648    //(disabled by default, use cheat code "hover" to toggle on/off)
649    //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
650    if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
651       {
652          physic.set_velocity_y(-1);
653       }
654
655    /* In case the player has pressed Down while in a certain range of air,
656       enable butt jump action */
657   if (input.down == DOWN && !butt_jump && !duck)
658     if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
659       butt_jump = true;
660
661    /* When Down is not held anymore, disable butt jump */
662   if(butt_jump && input.down == UP)
663     butt_jump = false;
664
665   // Do butt jump
666   if (butt_jump && on_ground() && size == BIG)
667   {
668     // Add a smoke cloud
669     if (duck) 
670       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
671     else 
672       Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
673     
674     butt_jump = false;
675
676     // Break bricks beneath Tux
677     if(Sector::current()->trybreakbrick(
678           Vector(base.x + 1, base.y + base.height), false)
679         || Sector::current()->trybreakbrick(
680            Vector(base.x + base.width - 1, base.y + base.height), false))
681     {
682       physic.set_velocity_y(2);
683       butt_jump = true;
684     }
685
686     // Kill nearby badguys
687     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
688     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
689          i != gameobjects.end();
690          i++)
691     {
692       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
693       if(badguy)
694       {
695         // don't kill when badguys are already dying or in a certain mode
696         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
697            badguy->mode != BadGuy::BOMB_EXPLODE)
698           {
699             if (fabsf(base.x - badguy->base.x) < 150 &&
700               fabsf(base.y - badguy->base.y) < 60 &&
701               (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
702                issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
703               badguy->kill_me(25);
704           }
705       }
706     }
707   }
708
709   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
710         issolid(base.x + 1, base.y + base.height + 64) ||
711         issolid(base.x + base.width - 1, base.y + base.height + 64))
712        && jumping  == false
713        && can_jump == false
714        && input.jump == DOWN
715        && input.old_jump == UP)
716     {
717       can_jump = true;
718     }
719
720   if(on_ground())   /* Make sure jumping is off. */
721     {
722       jumping = false;
723       flapping = false;
724       falling_from_flap = false;
725       if (flapping_timer.started()) {flapping_timer.stop();}
726
727       physic.set_acceleration_y(0); //for flapping
728     }
729
730   input.old_jump = input.jump;
731 }
732
733 void
734 Player::handle_input()
735 {
736   /* Handle horizontal movement: */
737     handle_horizontal_input();
738
739   /* Jump/jumping? */
740
741   if (on_ground() && input.jump == UP)
742     can_jump = true;
743   handle_vertical_input();
744
745   /* Shoot! */
746   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
747     {
748       if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
749           physic.get_velocity_x(), dir))
750         shooting_timer.start(SHOOTING_TIME);
751       input.old_fire = DOWN;
752     }
753
754   /* tux animations: */
755   if(!frame_timer.check())
756     {
757       frame_timer.start(25);
758       if (input.right == UP && input.left == UP)
759         {
760           frame_main = 1;
761           frame_ = 1;
762         }
763       else
764         {
765           if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
766               (global_frame_counter % 4) == 0)
767             frame_main = (frame_main + 1) % 4;
768
769           frame_ = frame_main;
770
771           if (frame_ == 3)
772             frame_ = 1;
773         }
774     }
775
776   /* Duck! */
777   if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
778     {
779       duck = true;
780       base.height = 32;                             
781       base.y += 32;
782       // changing base size confuses collision otherwise
783       old_base = previous_base = base;
784     }
785   else if(input.down == UP && size == BIG && duck)
786     {
787       // try if we can really unduck
788       base.y -= 32;
789       base.height = 64;
790       // when unducking in air we need some space to do so
791       if(on_ground() || !collision_object_map(base)) {
792         duck = false;
793         // changing base size confuses collision otherwise
794         old_base = previous_base = base;                                
795       } else {
796         // undo the ducking changes
797         base.y += 32;
798         base.height = 32;
799       }   
800     }
801 }
802
803 void
804 Player::grow(bool animate)
805 {
806   if(size == BIG)
807     return;
808   
809   size = BIG;
810   base.height = 64;
811   base.y -= 32;
812
813   if(animate)
814     growing_timer.start(GROWING_TIME);
815
816   old_base = previous_base = base;
817 }
818
819 void
820 Player::grabdistros()
821 {
822   /* Grab distros: */
823   if (!dying)
824     {
825       Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
826       Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
827       Sector::current()->trygrabdistro(
828           Vector(base.x, base.y + base.height), NO_BOUNCE);
829       Sector::current()->trygrabdistro(
830           Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
831
832       if(size == BIG)
833         {
834           Sector::current()->trygrabdistro(
835               Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
836           Sector::current()->trygrabdistro(
837               Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
838         }
839
840     }
841
842   /* Enough distros for a One-up? */
843   if (player_status.distros >= DISTROS_LIFEUP)
844     {
845       player_status.distros = player_status.distros - DISTROS_LIFEUP;
846       if(player_status.lives < MAX_LIVES)
847         ++player_status.lives;
848       /*We want to hear the sound even, if MAX_LIVES is reached*/
849       SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
850     }
851 }
852
853 void
854 Player::draw(DrawingContext& context)
855 {
856   TuxBodyParts* tux_body;
857           
858   if (size == SMALL)
859     tux_body = small_tux;
860   else if (got_power == FIRE_POWER)
861     tux_body = fire_tux;
862   else if (got_power == ICE_POWER)
863     tux_body = ice_tux;
864   else
865     tux_body = big_tux;
866
867   int layer = LAYER_OBJECTS - 1;
868   Vector pos = Vector(base.x, base.y);
869
870   /* Set Tux sprite action */
871   if (duck && size == BIG)
872     {
873     if(dir == LEFT)
874       tux_body->set_action("duck-left");
875     else // dir == RIGHT
876       tux_body->set_action("duck-right");
877     }
878   else if (skidding_timer.started())
879     {
880     if(dir == LEFT)
881       tux_body->set_action("skid-left");
882     else // dir == RIGHT
883       tux_body->set_action("skid-right");
884     }
885   else if (kick_timer.started())
886     {
887     if(dir == LEFT)
888       tux_body->set_action("kick-left");
889     else // dir == RIGHT
890       tux_body->set_action("kick-right");
891     }
892   else if (butt_jump)
893     {
894     if(dir == LEFT)
895       tux_body->set_action("buttjump-left");
896     else // dir == RIGHT
897       tux_body->set_action("buttjump-right");
898     }
899   else if (physic.get_velocity_y() != 0)
900     {
901     if(dir == LEFT)
902       tux_body->set_action("jump-left");
903     else // dir == RIGHT
904       tux_body->set_action("jump-right");
905     }
906   else
907     {
908     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
909       {
910       if(dir == LEFT)
911         tux_body->set_action("stand-left");
912       else // dir == RIGHT
913         tux_body->set_action("stand-right");
914       }
915     else // moving
916       {
917       if(dir == LEFT)
918         tux_body->set_action("walk-left");
919       else // dir == RIGHT
920         tux_body->set_action("walk-right");
921       }
922     }
923
924   if(idle_timer.get_left() < 0)
925     {
926     if(size == BIG)
927       {
928       if(dir == LEFT)
929         tux_body->head->set_action("idle-left");
930       else // dir == RIGHT
931         tux_body->head->set_action("idle-right");
932
933       tux_body->head->start_animation(1);
934       }
935
936     idle_timer.start(IDLE_TIME);
937     }
938
939   // Tux is holding something
940   if ((holding_something && physic.get_velocity_y() == 0) ||
941       shooting_timer.check())
942     {
943     if (duck)
944       {
945       if(dir == LEFT)
946         tux_body->arms->set_action("duck+grab-left");
947       else // dir == RIGHT
948         tux_body->arms->set_action("duck+grab-right");
949       }
950     else
951       {
952       if(dir == LEFT)
953         tux_body->arms->set_action("grab-left");
954       else // dir == RIGHT
955         tux_body->arms->set_action("grab-right");
956       }
957     }
958
959   /* Draw Tux */
960   if (dying == DYING_SQUISHED)
961     {
962     smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
963     }
964   else if(growing_timer.check())
965     {
966     if(size == SMALL)
967       {
968       if (dir == RIGHT)
969         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
970                  ((growing_timer.get_gone() *
971                  GROWING_FRAMES) / GROWING_TIME)], pos, layer);
972       else
973         context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
974                 ((growing_timer.get_gone() *
975                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
976       }
977     else
978       {
979       if (dir == RIGHT)
980         context.draw_surface(growingtux_right[(growing_timer.get_gone() *
981                 GROWING_FRAMES) / GROWING_TIME], pos, layer);
982       else
983         context.draw_surface(growingtux_left[(growing_timer.get_gone() *
984                              GROWING_FRAMES) / GROWING_TIME], pos, layer);
985       }
986     }
987   else if (safe_timer.started() && global_frame_counter%2)
988     ;  // don't draw Tux
989   else
990     tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
991
992   // Draw blinking star overlay
993   if (invincible_timer.started() &&
994      (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
995      && !dying)
996   {
997     if (size == SMALL || duck)
998       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
999     else
1000       bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
1001   }
1002  
1003   if (debug_mode)
1004     context.draw_filled_rect(Vector(base.x, base.y),
1005         Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
1006 }
1007
1008 void
1009 Player::collision(const MovingObject& other, int collision_type)
1010 {
1011   (void) other;
1012   (void) collision_type;
1013   // will be implemented later
1014 }
1015
1016 void
1017 Player::collision(void* p_c_object, int c_object)
1018 {
1019   BadGuy* pbad_c = NULL;
1020   Trampoline* ptramp_c = NULL;
1021   FlyingPlatform* pplatform_c = NULL;
1022
1023   switch (c_object)
1024     {
1025     case CO_BADGUY:
1026       pbad_c = (BadGuy*) p_c_object;
1027
1028      /* Hurt player if he touches a badguy */
1029       if (!pbad_c->dying && !dying &&
1030           !safe_timer.started() &&
1031           pbad_c->mode != BadGuy::HELD)
1032         {
1033           if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
1034                && !holding_something)
1035             {
1036               holding_something = true;
1037               pbad_c->mode = BadGuy::HELD;
1038               pbad_c->base.y-=8;
1039             }
1040           else if (pbad_c->mode == BadGuy::FLAT)
1041             {
1042               // Don't get hurt if we're kicking a flat badguy!
1043             }
1044           else if (pbad_c->mode == BadGuy::KICK)
1045             {
1046               /* Hurt if you get hit by kicked laptop: */
1047               if (!invincible_timer.started())
1048                 {
1049                   kill(SHRINK);
1050                 }
1051               else
1052                 pbad_c->kill_me(20);
1053             }
1054           else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
1055               || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
1056               || pbad_c->kind == BAD_SPIKY))
1057                 pbad_c->kill_me(20);
1058           else
1059             {
1060               if (!invincible_timer.started())
1061                 {
1062                   kill(SHRINK);
1063                 }
1064               else
1065                 {
1066                   pbad_c->kill_me(25);
1067                 }
1068             }
1069           player_status.score_multiplier++;
1070         }
1071       break;
1072
1073     case CO_TRAMPOLINE:
1074       ptramp_c = (Trampoline*) p_c_object;
1075       
1076       // Pick up trampoline
1077       if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
1078       {
1079         holding_something = true;
1080         ptramp_c->mode = Trampoline::M_HELD;
1081         ptramp_c->base.y -= 8;
1082       }
1083       // Set down trampoline
1084       else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
1085       {
1086         holding_something = false;
1087         ptramp_c->mode = Trampoline::M_NORMAL;
1088         ptramp_c->base.y += 8;
1089         ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1090
1091         //if (dir == RIGHT)
1092         //  ptramp_c->base.x = base.x + base.width+1;
1093         //else /* LEFT */
1094         //  ptramp_c->base.x = base.x - base.width-1;
1095       }
1096 /*
1097       // Don't let tux walk through trampoline
1098       else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1099       {
1100         if (physic.get_velocity_x() > 0) // RIGHT
1101         {
1102           physic.set_velocity_x(0);
1103           base.x = ptramp_c->base.x - base.width;
1104         }
1105         else if (physic.get_velocity_x() < 0) // LEFT
1106         {
1107           physic.set_velocity_x(0);
1108           base.x = ptramp_c->base.x + ptramp_c->base.width;
1109         }
1110       }
1111 */
1112       break;
1113     case CO_FLYING_PLATFORM:
1114       pplatform_c = (FlyingPlatform*) p_c_object;
1115       
1116       base.y = pplatform_c->base.y - base.height;
1117       physic.set_velocity_x(pplatform_c->get_vel_x());
1118       
1119       physic.enable_gravity(false);
1120       can_jump = true;
1121       fall_mode = ON_GROUND;
1122       break;
1123
1124     default:
1125       break;
1126     }
1127
1128 }
1129
1130 /* Kill Player! */
1131
1132 void
1133 Player::kill(HurtMode mode)
1134 {
1135   if(dying)
1136     return;
1137   
1138   SoundManager::get()->play_sound(IDToSound(SND_HURT));
1139
1140   physic.set_velocity_x(0);
1141
1142   if (mode == SHRINK && size == BIG)
1143     {
1144       if (got_power != NONE_POWER)
1145         {
1146           safe_timer.start(TUX_SAFE_TIME);
1147           got_power = NONE_POWER;
1148         }
1149       else
1150         {
1151           growing_timer.start(GROWING_TIME);
1152           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1153           size = SMALL;
1154           base.height = 32;
1155           duck = false;
1156         }
1157     }
1158   else
1159     {
1160       physic.enable_gravity(true);
1161       physic.set_acceleration(0, 0);
1162       physic.set_velocity(0, 7);
1163       --player_status.lives;
1164       dying = DYING_SQUISHED;
1165       dying_timer.start(3000);
1166     }
1167 }
1168
1169 /* Remove Tux's power ups */
1170 void
1171 Player::remove_powerups()
1172 {
1173   got_power = NONE_POWER;
1174   size = SMALL;
1175   base.height = 32;
1176 }
1177
1178 void
1179 Player::move(const Vector& vector)
1180 {
1181   base.x = vector.x;
1182   base.y = vector.y;
1183   old_base = previous_base = base;
1184 }
1185
1186 void
1187 Player::check_bounds(Camera* camera)
1188 {
1189   /* Keep tux in bounds: */
1190   if (base.x < 0)
1191     { // Lock Tux to the size of the level, so that he doesn't fall of
1192       // on the left side
1193       base.x = 0;
1194     }
1195
1196   /* Keep in-bounds, vertically: */
1197   if (base.y > Sector::current()->solids->get_height() * 32)
1198     {
1199       kill(KILL);
1200       return;
1201     }
1202
1203   bool adjust = false;
1204   // can happen if back scrolling is disabled
1205   if(base.x < camera->get_translation().x) {
1206     base.x = camera->get_translation().x;
1207     adjust = true;
1208   }
1209   if(base.x >= camera->get_translation().x + screen->w - base.width) {
1210     base.x = camera->get_translation().x + screen->w - base.width;
1211     adjust = true;
1212   }
1213
1214   if(adjust) {
1215     // squished now?
1216     if(collision_object_map(base)) {
1217       kill(KILL);
1218       return;
1219     }
1220   }
1221 }
1222
1223 void
1224 Player::bounce(BadGuy* badguy)
1225 {
1226   //Make sure we stopped flapping
1227   flapping = false;
1228   falling_from_flap = false;
1229   
1230   if(player_status.score_multiplier >= 5)
1231     {  // show a message
1232     char str[124];
1233 //      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
1234       if (player_status.score_multiplier == 5)
1235         sprintf(str, _("Good! x%d"), player_status.score_multiplier);
1236       else if (player_status.score_multiplier == 6)
1237         sprintf(str, _("Great! x%d"), player_status.score_multiplier);
1238       else if (player_status.score_multiplier == 7)
1239         sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
1240       else if (player_status.score_multiplier == 8)
1241         sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
1242       else if (player_status.score_multiplier == 9)
1243         sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
1244       else
1245         sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
1246     Sector::current()->add_floating_text(base, str);
1247     }
1248
1249   if (input.jump)
1250     physic.set_velocity_y(5.2);
1251   else
1252     physic.set_velocity_y(2);
1253
1254   // Move the player a little bit above the badguy to avoid collision
1255   // between badguy and player directly after the bounce has happend
1256   base.y = badguy->base.y - base.height - 2;
1257 }
1258
1259 /* EOF */
1260