Fixed flip level transformer
[supertux.git] / src / object / player.cpp
index c17f0b8..2005f51 100644 (file)
@@ -64,6 +64,8 @@ static const float WALK_SPEED = 100;
 
 static const float KICK_TIME = .3;
 
+static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
+
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
 Surface* growingtux_right[GROWING_FRAMES];
@@ -102,13 +104,18 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
 }
 
 Player::Player(PlayerStatus* _player_status)
-  : player_status(_player_status), grabbed_object(0)
+  : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
 {
   controller = main_controller;
   smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
   smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
   bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
 
+  sound_manager->preload("sounds/bigjump.wav");
+  sound_manager->preload("sounds/jump.wav");
+  sound_manager->preload("sounds/hurt.wav");
+  sound_manager->preload("sounds/skid.wav");
+
   init();
 }
 
@@ -123,10 +130,9 @@ void
 Player::init()
 {
   if(is_big())
-    bbox.set_size(31.8, 62.8);
+    set_size(31.8, 62.8);
   else
-    bbox.set_size(31.8, 30.8);
-  adjust_height = 0;
+    set_size(31.8, 30.8);
 
   dir = RIGHT;
   old_dir = dir;
@@ -145,7 +151,7 @@ Player::init()
   visible = true;
   
   on_ground_flag = false;
-  grabbed_object = 0;
+  grabbed_object = NULL;
 
   floor_normal = Vector(0,-1);
 
@@ -153,14 +159,14 @@ Player::init()
 }
 
 void
-Player::expose(HSQUIRRELVM vm, int table_idx)
+Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
   Scripting::Player* interface = static_cast<Scripting::Player*> (this);
   Scripting::expose_object(vm, table_idx, interface, "Tux", false);
 }
 
 void
-Player::unexpose(HSQUIRRELVM vm, int table_idx)
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
   Scripting::unexpose_object(vm, table_idx, "Tux");
 }
@@ -171,6 +177,20 @@ Player::set_controller(Controller* controller)
   this->controller = controller;
 }
 
+bool
+Player::adjust_height(float new_height)
+{
+  Rect bbox2 = bbox;
+  bbox2.move(Vector(0, bbox.get_height() - new_height));
+  bbox2.set_height(new_height);
+  if (!Sector::current()->is_free_space(bbox2)) return false;
+  // adjust bbox accordingly
+  // note that we use members of moving_object for this, so we can run this during CD, too
+  set_pos(bbox2.p1);
+  set_size(bbox2.get_width(), bbox2.get_height());
+  return true;
+}
+
 void
 Player::update(float elapsed_time)
 {
@@ -179,51 +199,21 @@ Player::update(float elapsed_time)
     return;
   }
 
-  if(adjust_height != 0) {
-    bbox.move(Vector(0, bbox.get_height() - adjust_height));
-    bbox.set_height(adjust_height);
-    adjust_height = 0;
-  }
-
-  if(!controller->hold(Controller::ACTION) && grabbed_object) {
-    // move the grabbed object a bit away from tux
-    Vector pos = get_pos() + 
-        Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
-                bbox.get_height()*0.66666 - 32);
-    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 {
-        log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
-      }
-      grabbed_object->ungrab(*this, dir);
-      grabbed_object = 0;
-    }
-  }
-
   if(!dying && !deactivated)
     handle_input();
 
   movement = physic.get_movement(elapsed_time);
 
-#if 0
-  // special exception for cases where we're stuck under tiles after
-  // being ducked. In this case we drift out
-  if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
-     && collision_object_map(base)) {
-    base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
-    previous_base = old_base = base;
-  }
-#endif
-
-  if(grabbed_object != 0) {
+  if(grabbed_object != NULL && !dying) {
     Vector pos = get_pos() + 
-      Vector(dir == LEFT ? -16 : 16,
-             bbox.get_height()*0.66666 - 32);
+      Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
     grabbed_object->grab(*this, pos, dir);
   }
+  
+  if(grabbed_object != NULL && dying){
+    grabbed_object->ungrab(*this, dir);
+    grabbed_object = NULL;
+  }
 
   on_ground_flag = false;
 }
@@ -301,7 +291,7 @@ Player::handle_horizontal_input()
       // dust some particles
       Sector::current()->add_object(
         new Particles(
-          Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
+          Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
           dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
           Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
           LAYER_OBJECTS+1));
@@ -314,7 +304,7 @@ Player::handle_horizontal_input()
 
   // we get slower when not pressing any keys
   if(dirsign == 0) {
-    if(fabs(vx) < WALK_SPEED) {
+    if ((on_ground()) && (fabs(vx) < WALK_SPEED)) {
       vx = 0;
       ax = 0;
     } else if(vx < 0) {
@@ -342,9 +332,9 @@ Player::handle_horizontal_input()
   // extend/shrink tux collision rectangle so that we fall through/walk over 1
   // tile holes
   if(fabsf(vx) > MAX_WALK_XM) {
-    bbox.set_width(34);
+    set_width(34);
   } else {
-    bbox.set_width(31.8);
+    set_width(31.8);
   }
 
   // on downward slopes, adjust vertical velocity to match slope angle
@@ -485,6 +475,29 @@ Player::handle_vertical_input()
 void
 Player::handle_input()
 {
+  if (ghost_mode) {
+    handle_input_ghost();
+    return;
+  }
+
+  if(!controller->hold(Controller::ACTION) && grabbed_object) {
+    // move the grabbed object a bit away from tux
+    Vector pos = get_pos() + 
+        Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
+                bbox.get_height()*0.66666 - 32);
+    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 {
+        log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+      }
+      grabbed_object->ungrab(*this, dir);
+      grabbed_object = NULL;
+    }
+  }
   /* Handle horizontal movement: */
   if (!backflipping) handle_horizontal_input();
   else {
@@ -513,28 +526,45 @@ Player::handle_input()
   /* Duck! */
   if (controller->hold(Controller::DOWN) && is_big() && !duck 
       && physic.get_velocity_y() == 0 && on_ground()) {
-    duck = true;
-    bbox.move(Vector(0, 32));
-    bbox.set_height(31.8);
-  } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
-    // if we have some velocity left then check if there is space for
-    // unducking
-    bbox.move(Vector(0, -32));
-    bbox.set_height(63.8);
-    if(Sector::current()->is_free_space(bbox) || (
-        physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01
-        && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01))
-    {
+    if (adjust_height(31.8)) {
+      duck = true;
+      unduck_hurt_timer.stop();
+    } else {
+      // FIXME: what now?
+    }
+  }
+  /* Unduck! */
+  else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
+    if (adjust_height(63.8)) {
       duck = false;
+      unduck_hurt_timer.stop();
     } else {
-      // undo the ducking changes
-      bbox.move(Vector(0, 32));
-      bbox.set_height(31.8); 
+      // if timer is not already running, start it.
+      if (unduck_hurt_timer.get_period() == 0) {
+        unduck_hurt_timer.start(UNDUCK_HURT_TIME);
+      } 
+      else if (unduck_hurt_timer.check()) {
+        kill(false);
+      }
     }
   }
 }
 
 void
+Player::handle_input_ghost()
+{
+  float vx = 0;
+  float vy = 0;
+  if (controller->hold(Controller::LEFT)) vx -= MAX_RUN_XM;
+  if (controller->hold(Controller::RIGHT)) vx += MAX_RUN_XM;
+  if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) vy += MAX_RUN_XM;
+  if (controller->hold(Controller::DOWN)) vy -= MAX_RUN_XM;
+  if (controller->hold(Controller::ACTION)) set_ghost_mode(false);
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(0, 0);
+}
+
+void
 Player::add_coins(int count)
 {
   player_status->add_coins(count);
@@ -543,19 +573,19 @@ Player::add_coins(int count)
 void
 Player::add_bonus(const std::string& bonustype)
 {
-  if(bonustype == "grow")
+  if(bonustype == "grow") {
     add_bonus(GROWUP_BONUS);
-  else if(bonustype == "fireflower")
+  } else if(bonustype == "fireflower") {
     add_bonus(FIRE_BONUS);
-  else if(bonustype == "iceflower")
+  } else if(bonustype == "iceflower") {
     add_bonus(ICE_BONUS);
-  else if(bonustype == "none")
+  } else if(bonustype == "none") {
     add_bonus(NO_BONUS);
-  
-  
-  std::ostringstream msg;
-  msg << "Unknown bonus type "  << bonustype;
-  throw std::runtime_error(msg.str());
+  } else {
+    std::ostringstream msg;
+    msg << "Unknown bonus type "  << bonustype;
+    throw std::runtime_error(msg.str());
+  }
 }
 
 void
@@ -580,7 +610,7 @@ void
 Player::set_bonus(BonusType type, bool animate)
 {
   if(player_status->bonus == NO_BONUS) {
-    adjust_height = 62.8;
+    if (!adjust_height(62.8)) return;
     if(animate)
       growing_timer.start(GROWING_TIME);
   }
@@ -721,13 +751,14 @@ Player::draw(DrawingContext& context)
   /* Draw Tux */
   if(dying) {
     smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
-  } else if(growing_timer.get_timeleft() > 0) {
+  } 
+  else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
       if (dir == RIGHT) {
         context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
-                 GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+                 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
       } else {
         context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
-                GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+                GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
       }
     }
   else if (safe_timer.started() && size_t(game_time*40)%2)
@@ -765,9 +796,12 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 
   if(other.get_flags() & FLAG_PORTABLE) {
     Portable* portable = dynamic_cast<Portable*> (&other);
-    if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+    assert(portable != NULL);
+    if(portable && grabbed_object == NULL
+        && controller->hold(Controller::ACTION)
         && fabsf(hit.normal.x) > .9) {
       grabbed_object = portable;
+      grabbed_object->grab(*this, get_pos(), dir);
       return CONTINUE;
     }
   }
@@ -852,7 +886,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
   if(badguy != NULL) {
-    if(safe_timer.started())
+    if(safe_timer.started() || invincible_timer.started())
       return FORCE_MOVE;
 
     return CONTINUE;
@@ -876,8 +910,7 @@ Player::kill(bool completely)
   if(dying || deactivated)
     return;
 
-  if(!completely && 
-      (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
+  if(!completely && safe_timer.started() || invincible_timer.started())
     return;                          
   
   sound_manager->play("sounds/hurt.wav");
@@ -892,7 +925,7 @@ Player::kill(bool completely)
     } else {
       //growing_timer.start(GROWING_TIME);
       safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
-      adjust_height = 30.8;
+      adjust_height(30.8);
       duck = false;
       set_bonus(NO_BONUS);
     }
@@ -923,11 +956,13 @@ Player::kill(bool completely)
 void
 Player::move(const Vector& vector)
 {
-  bbox.set_pos(vector);
+  set_pos(vector);
+
+  // TODO: do we need the following? Seems irrelevant to moving the player
   if(is_big())
-    bbox.set_size(31.8, 63.8);
+    set_size(31.8, 63.8);
   else
-    bbox.set_size(31.8, 31.8);
+    set_size(31.8, 31.8);
   duck = false;
   last_ground_y = vector.y;
 
@@ -941,7 +976,7 @@ Player::check_bounds(Camera* camera)
   if (get_pos().x < 0) {
     // Lock Tux to the size of the level, so that he doesn't fall of
     // on the left side
-    bbox.set_pos(Vector(0, get_pos().y));
+    set_pos(Vector(0, get_pos().y));
   }
 
   /* Keep in-bounds, vertically: */
@@ -953,12 +988,12 @@ Player::check_bounds(Camera* camera)
   bool adjust = false;
   // can happen if back scrolling is disabled
   if(get_pos().x < camera->get_translation().x) {
-    bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
+    set_pos(Vector(camera->get_translation().x, get_pos().y));
     adjust = true;
   }
   if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
-    bbox.set_pos(Vector(
+    set_pos(Vector(
           camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
           get_pos().y));
     adjust = true;
@@ -983,6 +1018,15 @@ Player::add_velocity(const Vector& velocity)
 }
 
 void
+Player::add_velocity(const Vector& velocity, const Vector& end_speed)
+{
+  if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
+  if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
+  if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
+  if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+}
+
+void
 Player::bounce(BadGuy& )
 {
   if(controller->hold(Controller::JUMP))
@@ -999,6 +1043,8 @@ Player::deactivate()
   deactivated = true;
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
+  physic.set_acceleration_x(0);
+  physic.set_acceleration_y(0);
 }
 
 void
@@ -1012,3 +1058,20 @@ void Player::walk(float speed)
   physic.set_velocity_x(speed);
 }
 
+void
+Player::set_ghost_mode(bool enable)
+{
+  if (ghost_mode == enable) return;
+  if (enable) {
+    ghost_mode = true;
+    set_group(COLGROUP_DISABLED);
+    physic.enable_gravity(false);
+    log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
+  } else {
+    ghost_mode = false;
+    set_group(COLGROUP_MOVING);
+    physic.enable_gravity(true);
+    log_debug << "You feel solid again." << std::endl;
+  }
+}
+