some startup time debugging, changed skid dust particles back to old behaviour
[supertux.git] / src / object / player.cpp
index 9357138..1a8feb6 100644 (file)
 #include <iostream>
 #include <cassert>
 
-#include "gettext.h"
-#include "sprite/sprite_manager.h"
-#include "player.h"
-#include "tile.h"
-#include "sprite/sprite.h"
-#include "sector.h"
-#include "resources.h"
-#include "video/screen.h"
-#include "statistics.h"
-#include "game_session.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/gameobjs.h"
-#include "object/portable.h"
-#include "trigger/trigger_base.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "main.h"
+#include "gettext.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "player.hpp"
+#include "tile.hpp"
+#include "sprite/sprite.hpp"
+#include "sector.hpp"
+#include "resources.hpp"
+#include "video/screen.hpp"
+#include "statistics.hpp"
+#include "game_session.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/particles.hpp"
+#include "object/portable.hpp"
+#include "object/bullet.hpp"
+#include "trigger/trigger_base.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "main.hpp"
+#include "player_status.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -54,6 +57,8 @@ static const float MAX_WALK_XM = 230;
 static const float MAX_RUN_XM = 320;
 static const float WALK_SPEED = 100;
 
+static const float KICK_TIME = .3;
+
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
 Surface* growingtux_right[GROWING_FRAMES];
@@ -79,17 +84,16 @@ TuxBodyParts::set_action(std::string action, int loops)
 }
 
 void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
-                  Uint32 drawing_effect)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
 {
   if(head != NULL)
-    head->draw(context, pos, layer-1, drawing_effect);
+    head->draw(context, pos, layer-1);
   if(body != NULL)
-    body->draw(context, pos, layer-3, drawing_effect);
+    body->draw(context, pos, layer-3);
   if(arms != NULL)
-    arms->draw(context, pos, layer,   drawing_effect);
+    arms->draw(context, pos, layer);
   if(feet != NULL)
-    feet->draw(context, pos, layer-2, drawing_effect);
+    feet->draw(context, pos, layer-2);
 }
 
 Player::Player(PlayerStatus* _player_status)
@@ -126,21 +130,12 @@ Player::init()
   last_ground_y = 0;
   fall_mode = ON_GROUND;
   jumping = false;
-  flapping = false;
   can_jump = true;
-  can_flap = false;
-  falling_from_flap = false;
-  enable_hover = false;
   butt_jump = false;
+  deactivated = false;
+  backflipping = false;
+  backflip_direction = 0;
   
-  flapping_velocity = 0;
-
-  // temporary to help player's choosing a flapping
-  flapping_mode = NO_FLAP;
-
-  // Ricardo's flapping
-  flaps_nb = 0;
-
   on_ground_flag = false;
   grabbed_object = 0;
 
@@ -154,30 +149,42 @@ Player::set_controller(Controller* controller)
 }
 
 void
-Player::action(float elapsed_time)
+Player::update(float elapsed_time)
 {
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
+  // fixes the "affected even while blinking" bug
+  if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
+    this->set_group(COLGROUP_MOVING_ONLY_STATIC);
+  }
+  else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
+    this->set_group(COLGROUP_MOVING);
+  }
+
   if(!controller->hold(Controller::ACTION) && grabbed_object) {
-    grabbed_object = 0;
     // move the grabbed object a bit away from tux
     Vector pos = get_pos() + 
-        Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
+        Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
                 bbox.get_height()*0.66666 - 32);
-    MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
-    if(object) {
-      object->set_pos(pos);
-    } else {
+    Rect dest(pos, pos + Vector(32, 32));
+    if(Sector::current()->is_free_space(dest)) {
+      MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+      if(moving_object) {
+        moving_object->set_pos(pos);
+      } else {
 #ifdef DEBUG
-      std::cout << "Non MovingObjetc grabbed?!?\n";
+        std::cout << "Non MovingObjetc grabbed?!?\n";
 #endif
+      }
+      grabbed_object->ungrab(*this, dir);
+      grabbed_object = 0;
     }
   }
 
-  if(!dying)
+  if(!dying && !deactivated)
     handle_input();
 
   movement = physic.get_movement(elapsed_time);
@@ -197,7 +204,7 @@ Player::action(float elapsed_time)
     Vector pos = get_pos() + 
       Vector(dir == LEFT ? -16 : 16,
              bbox.get_height()*0.66666 - 32);
-    grabbed_object->grab(*this, pos);
+    grabbed_object->grab(*this, pos, dir);
   }
 }
 
@@ -270,14 +277,13 @@ Player::handle_horizontal_input()
     // let's skid!
     if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
       skidding_timer.start(SKID_TIME);
-      sound_manager->play_sound("skid");
-      // dust some partcles
+      sound_manager->play("sounds/skid.wav");
+      // dust some particles
       Sector::current()->add_object(
         new Particles(
-          Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
-                 bbox.p2.y),
+          Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
           dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
-          Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
+          Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
           LAYER_OBJECTS+1));
       
       ax *= 2.5;
@@ -341,128 +347,42 @@ Player::handle_vertical_input()
 
   if(on_ground()) { /* Make sure jumping is off. */
     jumping = false;
-    flapping = false;
-    falling_from_flap = false;
-    if (flapping_timer.started()) {
-      flapping_timer.start(0);
+    if (backflipping) {
+      backflipping = false;
+      backflip_direction = 0;
     }
-
-    physic.set_acceleration_y(0); //for flapping
   }
 
   // Press jump key
   if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
-    if(duck) { // only jump a little bit when in duck mode {
-      physic.set_velocity_y(300);
-    } else {
-      // jump higher if we are running
-      if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
+    if (duck) { 
+      if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
+        physic.set_velocity_y(300);
+      else { //do a backflip
+        backflipping = true;
         physic.set_velocity_y(580);
-      else
-        physic.set_velocity_y(520);
+        backflip_timer.start(0.15);
+      }
     }
+    else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
+      physic.set_velocity_y(580);
+    else
+      physic.set_velocity_y(520);
     
     //bbox.move(Vector(0, -1));
     jumping = true;
-    flapping = false;
     can_jump = false;
-    can_flap = false;
-    flaps_nb = 0; // Ricardo's flapping
     if (is_big())
-      sound_manager->play_sound("bigjump");
+      sound_manager->play("sounds/bigjump.wav");
     else
-      sound_manager->play_sound("jump");
+      sound_manager->play("sounds/jump.wav");
   } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
-    if (!flapping && !duck && !falling_from_flap && !on_ground()) {
-      can_flap = true;
-    }
-    if (jumping && physic.get_velocity_y() > 0) {
+    if (!backflipping && jumping && physic.get_velocity_y() > 0) {
       jumping = false;
       physic.set_velocity_y(0);
     }
   }
 
-  // temporary to help player's choosing a flapping
-  if(flapping_mode == RICARDO_FLAP) {
-    // Flapping, Ricardo's version
-    // similar to SM3 Fox
-    if(controller->pressed(Controller::JUMP) && can_flap && flaps_nb < 3) {
-      physic.set_velocity_y(350);
-      physic.set_velocity_x(physic.get_velocity_x() * 35);
-      flaps_nb++;
-    }
-  } else if(flapping_mode == MAREK_FLAP) {
-    // Flapping, Marek's version
-    if (controller->hold(Controller::JUMP) && can_flap)
-    {
-      if (!flapping_timer.started())
-      {
-        flapping_timer.start(TUX_FLAPPING_TIME);
-        flapping_velocity = physic.get_velocity_x();
-      }
-      if (flapping_timer.check()) 
-      {
-        can_flap = false;
-        falling_from_flap = true;
-      }
-      jumping = true;
-      flapping = true;
-      if (!flapping_timer.check()) {
-        float cv = flapping_velocity * sqrt(
-          TUX_FLAPPING_TIME - flapping_timer.get_timegone() 
-          / TUX_FLAPPING_TIME);
-        
-        //Handle change of direction while flapping
-        if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
-          cv *= (-1);
-        }
-        physic.set_velocity_x(cv);
-        physic.set_velocity_y(
-          flapping_timer.get_timegone()/.850);
-      }
-    }
-  } else if(flapping_mode == RYAN_FLAP) {
-    // Flapping, Ryan's version
-    if (controller->hold(Controller::JUMP) && can_flap)
-    {
-      if (!flapping_timer.started())
-      {
-        flapping_timer.start(TUX_FLAPPING_TIME);
-      }
-      if (flapping_timer.check()) 
-      {
-        can_flap = false;
-        falling_from_flap = true;
-      }
-      jumping = true;
-      flapping = true;
-      if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
-          && physic.get_velocity_y() < 0)
-      {
-        float gravity = Sector::current()->gravity;
-        (void)gravity;
-        float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
-        
-        // XXX: magic numbers. should be a percent of gravity
-        //      gravity is (by default) -0.1f
-        physic.set_acceleration_y(12 + 1*xr);
-        
-#if 0
-        // To slow down x-vel when flapping (not working)
-        if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
-        {
-          if (physic.get_velocity_x() < 0)
-            physic.set_acceleration_x(1.0f);
-          else if (physic.get_velocity_x() > 0)
-            physic.set_acceleration_x(-1.0f);
-        }
-#endif
-      }
-    } else {
-      physic.set_acceleration_y(0);
-    }
-  }
-
   /* In case the player has pressed Down while in a certain range of air,
      enable butt jump action */
   if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
@@ -536,7 +456,15 @@ void
 Player::handle_input()
 {
   /* Handle horizontal movement: */
-  handle_horizontal_input();
+  if (!backflipping) handle_horizontal_input();
+  else {
+    if (backflip_direction == 0) {
+      dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
+    }
+    else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping 
+    if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
+  }
+
 
   /* Jump/jumping? */
   if (on_ground() && !controller->hold(Controller::JUMP))
@@ -580,7 +508,7 @@ Player::handle_input()
 void
 Player::set_bonus(BonusType type, bool animate)
 {
-  if(player_status->bonus == type)
+  if(player_status->bonus >= type)
     return;
   
   if(player_status->bonus == NO_BONUS) {
@@ -594,6 +522,12 @@ Player::set_bonus(BonusType type, bool animate)
 }
 
 void
+Player::kick()
+{
+  kick_timer.start(KICK_TIME);
+}
+
+void
 Player::draw(DrawingContext& context)
 {
   TuxBodyParts* tux_body;
@@ -723,7 +657,7 @@ Player::draw(DrawingContext& context)
             get_pos(), layer);
       }
     }
-  else if (safe_timer.started() && size_t(global_time*40)%2)
+  else if (safe_timer.started() && size_t(game_time*40)%2)
     ;  // don't draw Tux
   else
     tux_body->draw(context, get_pos(), layer);
@@ -731,7 +665,7 @@ Player::draw(DrawingContext& context)
   // Draw blinking star overlay
   if (invincible_timer.started() &&
      (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
-      || size_t(global_time*20)%2)
+      || size_t(game_time*20)%2)
      && !dying)
   {
     if (!is_big() || duck)
@@ -741,19 +675,33 @@ Player::draw(DrawingContext& context)
   } 
 }
 
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+  if(tile_attributes & Tile::HURTS)
+    kill(SHRINK);
+}
+
 HitResponse
 Player::collision(GameObject& other, const CollisionHit& hit)
 {
-  Portable* portable = dynamic_cast<Portable*> (&other);
-  if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
-     && fabsf(hit.normal.x) > .9) {
-    grabbed_object = portable;
-    return CONTINUE;
+  Bullet* bullet = dynamic_cast<Bullet*> (&other);
+  if(bullet) {
+    return FORCE_MOVE;
+  }
+
+  if(other.get_flags() & FLAG_PORTABLE) {
+    Portable* portable = dynamic_cast<Portable*> (&other);
+    if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+        && fabsf(hit.normal.x) > .9) {
+      grabbed_object = portable;
+      return CONTINUE;
+    }
   }
  
   if(other.get_flags() & FLAG_SOLID) {
     if(hit.normal.y < 0) { // landed on floor?
-      if (physic.get_velocity_y() < 0)
+      if(physic.get_velocity_y() < 0)
         physic.set_velocity_y(0);
       on_ground_flag = true;
     } else if(hit.normal.y > 0) { // bumped against the roof
@@ -771,15 +719,24 @@ Player::collision(GameObject& other, const CollisionHit& hit)
   if(trigger) {
     if(controller->pressed(Controller::UP))
       trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+
+    return FORCE_MOVE;
   }
 
-  return FORCE_MOVE;
+  MovingObject* moving_object = static_cast<MovingObject*> (&other);
+  if(moving_object->get_group() == COLGROUP_TOUCHABLE)
+    return FORCE_MOVE;
+
+  if(is_invincible())
+    return FORCE_MOVE;
+
+  return CONTINUE;
 }
 
 void
 Player::make_invincible()
 {
-  sound_manager->play_sound("invincible");
+  sound_manager->play("sounds/invincible.wav");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
   Sector::current()->play_music(HERRING_MUSIC);               
 }
@@ -788,14 +745,14 @@ Player::make_invincible()
 void
 Player::kill(HurtMode mode)
 {
-  if(dying)
+  if(dying || deactivated)
     return;
 
   if(mode != KILL && 
           safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
     return;                          
   
-  sound_manager->play_sound("hurt");
+  sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
 
@@ -825,7 +782,7 @@ Player::kill(HurtMode mode)
       player_status->bonus = NO_BONUS;
       dying = true;
       dying_timer.start(3.0);
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
     }
 }
 
@@ -890,13 +847,29 @@ Player::check_bounds(Camera* camera)
 void
 Player::bounce(BadGuy& )
 {
-  //Make sure we stopped flapping
-  flapping = false;
-  falling_from_flap = false;
-  
   if(controller->hold(Controller::JUMP))
     physic.set_velocity_y(520);
   else
-    physic.set_velocity_y(200);
+    physic.set_velocity_y(300);
 }
 
+//Scripting Functions Below
+
+void
+Player::deactivate()
+{
+  deactivated = true;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
+}
+
+void
+Player::activate()
+{
+  deactivated = false;
+}
+
+void Player::walk(float speed)
+{
+  physic.set_velocity_x(speed);
+}