2 // C Implementation: player/tux
7 // Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
9 // Copyright: See COPYING file that comes with this distribution
22 texture_type tux_life;
23 std::vector<texture_type> tux_right;
24 std::vector<texture_type> tux_left;
25 texture_type smalltux_jump_left;
26 texture_type smalltux_jump_right;
27 texture_type smalltux_stand_left;
28 texture_type smalltux_stand_right;
30 texture_type bigtux_right[3];
31 texture_type bigtux_left[3];
32 texture_type bigtux_right_jump;
33 texture_type bigtux_left_jump;
34 texture_type ducktux_right;
35 texture_type ducktux_left;
36 texture_type skidtux_right;
37 texture_type skidtux_left;
38 texture_type firetux_right[3];
39 texture_type firetux_left[3];
40 texture_type bigfiretux_right[3];
41 texture_type bigfiretux_left[3];
42 texture_type bigfiretux_right_jump;
43 texture_type bigfiretux_left_jump;
44 texture_type duckfiretux_right;
45 texture_type duckfiretux_left;
46 texture_type skidfiretux_right;
47 texture_type skidfiretux_left;
48 texture_type cape_right[2];
49 texture_type cape_left[2];
50 texture_type bigcape_right[2];
51 texture_type bigcape_left[2];
53 void player_input_init(player_input_type* pplayer_input)
55 pplayer_input->down = UP;
56 pplayer_input->fire = UP;
57 pplayer_input->left = UP;
58 pplayer_input->old_fire = UP;
59 pplayer_input->right = UP;
60 pplayer_input->up = UP;
72 // FIXME: Make the start position configurable via the levelfile
77 previous_base = old_base = base;
90 player_input_init(&input);
92 keymap.jump = SDLK_UP;
93 keymap.duck = SDLK_DOWN;
94 keymap.left = SDLK_LEFT;
95 keymap.right = SDLK_RIGHT;
96 keymap.fire = SDLK_LCTRL;
98 invincible_timer.init(true);
99 skidding_timer.init(true);
100 safe_timer.init(true);
101 frame_timer.init(true);
107 Player::key_event(SDLKey key, int state)
109 if(key == keymap.right)
114 else if(key == keymap.left)
119 else if(key == keymap.jump)
124 else if(key == keymap.duck)
129 else if(key == keymap.fire)
139 Player::level_begin()
145 previous_base = old_base = base;
150 player_input_init(&input);
152 invincible_timer.init(true);
153 skidding_timer.init(true);
154 safe_timer.init(true);
155 frame_timer.init(true);
161 Player::action(double frame_ratio)
163 bool jumped_in_solid = false;
165 /* --- HANDLE TUX! --- */
167 if(dying == DYING_NOT)
171 previous_base = base;
174 physic.apply(frame_ratio, base.x, base.y);
175 if(dying == DYING_NOT) {
176 collision_swept_object_map(&old_base, &base);
177 // special exception for cases where we're stuck under tiles after
178 // being ducked. In this case we drift out
179 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
180 && collision_object_map(&base)) {
181 base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
182 previous_base = old_base = base;
187 if (dying == DYING_NOT)
194 physic.enable_gravity(true);
198 physic.set_velocity(physic.get_velocity_x(), 0);
199 jumped_in_solid = true;
205 if (physic.get_velocity_y() < 0)
207 base.y = (int)(((int)base.y / 32) * 32);
208 physic.set_velocity(physic.get_velocity_x(), 0);
211 physic.enable_gravity(false);
212 /* Reset score multiplier (for multi-hits): */
213 player_status.score_multiplier = 1;
218 if (isbrick(base.x, base.y) ||
219 isfullbox(base.x, base.y))
221 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
222 World::current()->trybumpbadguy(base.x, base.y - 64);
224 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
226 bumpbrick(base.x, base.y);
227 World::current()->tryemptybox(base.x, base.y, RIGHT);
230 if (isbrick(base.x+ 31, base.y) ||
231 isfullbox(base.x+ 31, base.y))
233 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
234 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
237 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
239 bumpbrick(base.x+ 31, base.y);
240 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
252 /* Make sure jumping is off. */
259 /* ---- DONE HANDLING TUX! --- */
261 /* Handle invincibility timer: */
262 if (get_current_music() == HERRING_MUSIC && !invincible_timer.check())
265 no, we are no more invincible
266 or we were not in invincible mode
267 but are we in hurry ?
270 // FIXME: Move this to gamesession
271 if (GameSession::current()->time_left.get_left() < TIME_WARNING)
273 /* yes, we are in hurry
274 stop the herring_song, prepare to play the correct
277 set_current_music(HURRYUP_MUSIC);
281 set_current_music(LEVEL_MUSIC);
284 /* start playing it */
285 play_current_music();
289 if (base.x >= World::current()->get_level()->endpos
290 && World::current()->get_level()->endpos != 0)
292 player_status.next_level = 1;
296 if (input.down == DOWN && size == BIG && !duck)
301 // changing base size confuses collision otherwise
302 old_base = previous_base = base;
304 else if(input.down == UP && size == BIG && duck)
309 old_base = previous_base = base;
313 skidding_timer.check();
314 invincible_timer.check();
321 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
322 issolid(base.x + 1, base.y + base.height) ||
323 issolid(base.x + base.width - 1, base.y + base.height) );
327 Player::under_solid()
329 return ( issolid(base.x + base.width / 2, base.y) ||
330 issolid(base.x + 1, base.y) ||
331 issolid(base.x + base.width - 1, base.y) );
335 Player::handle_horizontal_input()
337 float vx = physic.get_velocity_x();
338 float vy = physic.get_velocity_y();
339 float ax = physic.get_acceleration_x();
340 float ay = physic.get_acceleration_y();
343 if(!duck && input.left == DOWN && input.right == UP) {
346 } else if(!duck && input.left == UP && input.right == DOWN) {
351 if (input.fire == UP) {
352 ax = dirsign * WALK_ACCELERATION_X;
354 if(vx >= MAX_WALK_XM && dirsign > 0) {
357 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
362 ax = dirsign * RUN_ACCELERATION_X;
364 if(vx >= MAX_RUN_XM && dirsign > 0) {
367 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
373 // we can reach WALK_SPEED without any acceleration
374 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
375 vx = dirsign * WALK_SPEED;
378 // changing directions?
379 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
380 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
381 skidding_timer.start(SKID_TIME);
382 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
389 // we get slower when not pressing any keys
391 if(fabs(vx) < WALK_SPEED) {
395 ax = WALK_ACCELERATION_X * 1.5;
397 ax = WALK_ACCELERATION_X * -1.5;
401 physic.set_velocity(vx, vy);
402 physic.set_acceleration(ax, ay);
406 Player::handle_vertical_input()
410 if (on_ground() && !duck)
413 physic.set_velocity(physic.get_velocity_x(), 5.5);
417 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
419 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
422 else if(input.up == UP && jumping)
425 if(physic.get_velocity_y() > 0) {
426 physic.set_velocity(physic.get_velocity_x(), 0);
432 Player::handle_input()
434 /* Handle horizontal movement: */
435 handle_horizontal_input();
439 if ( input.up == DOWN || (input.up == UP && jumping))
441 handle_vertical_input();
446 if (input.fire == DOWN && input.old_fire == UP && got_coffee)
448 World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
451 /* tux animations: */
452 if(!frame_timer.check())
454 frame_timer.start(25);
455 if (input.right == UP && input.left == UP)
462 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
463 (global_frame_counter % 4) == 0)
464 frame_main = (frame_main + 1) % 4;
474 if (input.down == DOWN && size == BIG && !duck)
479 // changing base size confuses collision otherwise
480 old_base = previous_base = base;
482 else if(input.down == UP && size == BIG && duck)
487 old_base = previous_base = base;
492 Player::grabdistros()
497 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
498 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
500 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
501 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
505 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
506 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
511 /* Enough distros for a One-up? */
512 if (distros >= DISTROS_LIFEUP)
514 distros = distros - DISTROS_LIFEUP;
515 if(lives < MAX_LIVES)
517 /*We want to hear the sound even, if MAX_LIVES is reached*/
518 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
525 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
529 if (invincible_timer.started())
535 texture_draw(&cape_right[global_frame_counter % 2],
536 base.x- scroll_x, base.y);
540 texture_draw(&cape_left[global_frame_counter % 2],
541 base.x- scroll_x, base.y);
548 if (physic.get_velocity_y() != 0)
551 texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10);
553 texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10);
557 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
560 texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9);
562 texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9);
567 texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()],
568 base.x - scroll_x, base.y - 9);
570 texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()],
571 base.x - scroll_x, base.y - 9);
577 /* Tux got coffee! */
581 texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
585 texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
591 if (invincible_timer.started())
593 float capex = base.x + (base.width - bigcape_right[0].w) / 2;
595 float capey = base.y + (base.height - bigcape_right[0].h) / 2;
597 /* Draw cape (just not in ducked mode since that looks silly): */
600 texture_draw(&bigcape_right[global_frame_counter % 2],
605 texture_draw(&bigcape_left[global_frame_counter % 2],
614 if (!skidding_timer.started())
616 if (!jumping || physic.get_velocity_y() > 0)
620 texture_draw(&bigtux_right[frame_],
621 base.x- scroll_x - 8, base.y);
625 texture_draw(&bigtux_left[frame_],
626 base.x- scroll_x - 8, base.y);
633 texture_draw(&bigtux_right_jump,
634 base.x- scroll_x - 8, base.y);
638 texture_draw(&bigtux_left_jump,
639 base.x- scroll_x - 8, base.y);
647 texture_draw(&skidtux_right,
648 base.x- scroll_x - 8, base.y);
652 texture_draw(&skidtux_left,
653 base.x- scroll_x - 8, base.y);
661 texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16);
665 texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16);
671 /* Tux has coffee! */
674 if (!skidding_timer.started())
676 if (!jumping || physic.get_velocity_y() > 0)
680 texture_draw(&bigfiretux_right[frame_],
681 base.x- scroll_x - 8, base.y);
685 texture_draw(&bigfiretux_left[frame_],
686 base.x- scroll_x - 8, base.y);
693 texture_draw(&bigfiretux_right_jump,
694 base.x- scroll_x - 8, base.y);
698 texture_draw(&bigfiretux_left_jump,
699 base.x- scroll_x - 8, base.y);
707 texture_draw(&skidfiretux_right,
708 base.x- scroll_x - 8, base.y);
712 texture_draw(&skidfiretux_left,
713 base.x- scroll_x - 8, base.y);
721 texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
725 texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
733 text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
736 fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
740 Player::collision(void* p_c_object, int c_object)
742 BadGuy* pbad_c = NULL;
747 pbad_c = (BadGuy*) p_c_object;
748 /* Hurt the player if he just touched it: */
750 if (!pbad_c->dying && !dying &&
751 !safe_timer.started() &&
752 pbad_c->mode != HELD)
754 if (pbad_c->mode == FLAT && input.fire == DOWN)
759 else if (pbad_c->mode == KICK)
761 if (base.y < pbad_c->base.y - 16)
763 /* Step on (stop being kicked) */
766 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
770 /* Hurt if you get hit by kicked laptop: */
771 if (!invincible_timer.started())
777 pbad_c->dying = DYING_FALLING;
778 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
779 World::current()->add_score(pbad_c->base.x - scroll_x,
781 25 * player_status.score_multiplier);
787 if (!invincible_timer.started())
796 player_status.score_multiplier++;
808 Player::kill(int mode)
810 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
812 physic.set_velocity(0, physic.get_velocity_y());
814 if (mode == SHRINK && size == BIG)
823 safe_timer.start(TUX_SAFE_TIME);
827 physic.enable_gravity(true);
828 physic.set_acceleration(0, 0);
829 physic.set_velocity(0, 7);
830 dying = DYING_SQUISHED;
844 bool Player::is_dead()
846 if(base.y > screen->h)
852 /* Remove Tux's power ups */
854 Player::remove_powerups()
862 Player::keep_in_bounds()
864 Level* plevel = World::current()->get_level();
866 /* Keep tux in bounds: */
868 { // Lock Tux to the size of the level, so that he doesn't fall of
872 else if (base.x < scroll_x)
877 /* Keep in-bounds, vertically: */
878 if (base.y > screen->h)
883 int scroll_threshold = screen->w/2 - 80;
886 scroll_x += screen->w/2;
887 // Backscrolling for debug mode
888 if (scroll_x < base.x - 80)
889 scroll_x = base.x - 80;
890 else if (scroll_x > base.x + 80)
891 scroll_x = base.x + 80;
892 scroll_x -= screen->w/2;
899 if (base.x > scroll_threshold + scroll_x
900 && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
902 // FIXME: Scrolling needs to be handled by a seperate View
903 // class, doing it as a player huck is ugly
905 // Scroll the screen in past center:
906 scroll_x = base.x - scroll_threshold;
908 // Lock the scrolling to the levelsize, so that we don't
909 // scroll over the right border
910 if (scroll_x > 32 * plevel->width - screen->w)
911 scroll_x = 32 * plevel->width - screen->w;