- added quick&dirty peeking back (not exactly perfect, but better then no peeking)
[supertux.git] / src / object / player.cpp
index bcde741..5b965a2 100644 (file)
 #include "falling_coin.hpp"
 #include "random_generator.hpp"
 #include "object/sprite_particle.hpp"
+#include "trigger/climbable.hpp"
+
+//#define SWIMMING
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150f;
 /// time before idle animation starts
 static const float IDLE_TIME = 2.5f;
 
+/** acceleration in horizontal direction when walking
+ * (all acceleratiosn are in  pixel/s^2) */
 static const float WALK_ACCELERATION_X = 300;
+/** acceleration in horizontal direction when running */ 
 static const float RUN_ACCELERATION_X = 400;
+/** acceleration when skidding */
 static const float SKID_XM = 200;
+/** time of skidding in seconds */
 static const float SKID_TIME = .3f;
+/** maximum walk velocity (pixel/s) */
 static const float MAX_WALK_XM = 230;
+/** maximum run velcoity (pixel/s) */
 static const float MAX_RUN_XM = 320;
+/** maximum horizontal climb velocity */
+static const float MAX_CLIMB_XM = 48;
+/** maximum vertical climb velocity */
+static const float MAX_CLIMB_YM = 128;
+/** instant velocity when tux starts to walk */
 static const float WALK_SPEED = 100;
 
+/** time of the kick (kicking mriceblock) animation */
 static const float KICK_TIME = .3f;
+/** time of tux cheering (currently unused) */
 static const float CHEER_TIME = 1.0f;
 
-static const float UNDUCK_HURT_TIME = 0.25f; /**< if Tux cannot unduck for this long, he will get hurt */
+/** if Tux cannot unduck for this long, he will get hurt */
+static const float UNDUCK_HURT_TIME = 0.25f;
 
 // growing animation
 Surface* growingtux_left[GROWING_FRAMES];
@@ -96,20 +114,20 @@ TuxBodyParts::set_action(std::string action, int loops)
 }
 
 void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer, Portable* grabbed_object)
 {
   if(head != NULL)
-    head->draw(context, pos, layer-1);
+    head->draw(context, pos, layer-2);
   if(body != NULL)
-    body->draw(context, pos, layer-3);
+    body->draw(context, pos, layer-4);
   if(arms != NULL)
-    arms->draw(context, pos, layer+10);
+    arms->draw(context, pos, layer-1 + (grabbed_object?10:0));
   if(feet != NULL)
-    feet->draw(context, pos, layer-2);
+    feet->draw(context, pos, layer-3);
 }
 
 Player::Player(PlayerStatus* _player_status, const std::string& name)
-  : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
+  : player_status(_player_status), grabbed_object(NULL), ghost_mode(false), climbing(0)
 {
   this->name = name;
   controller = main_controller;
@@ -126,12 +144,12 @@ Player::Player(PlayerStatus* _player_status, const std::string& name)
   sound_manager->preload("sounds/invincible.wav");
   sound_manager->preload("sounds/splash.ogg");
 
-
   init();
 }
 
 Player::~Player()
 {
+  if (climbing) stop_climbing(*climbing);
   delete smalltux_gameover;
   delete smalltux_star;
   delete bigtux_star;
@@ -167,6 +185,8 @@ Player::init()
   on_ground_flag = false;
   grabbed_object = NULL;
 
+  climbing = 0;
+
   physic.reset();
 }
 
@@ -216,7 +236,7 @@ Player::adjust_height(float new_height)
   if(new_height > bbox.get_height()) {
     Rect additional_space = bbox2;
     additional_space.set_height(new_height - bbox.get_height());
-    if(!Sector::current()->is_free_of_statics(additional_space, this))
+    if(!Sector::current()->is_free_of_statics(additional_space, this, true))
       return false;
   }
 
@@ -230,6 +250,7 @@ Player::adjust_height(float new_height)
 void
 Player::trigger_sequence(std::string sequence_name)
 {
+  if (climbing) stop_climbing(*climbing);
   GameSession::current()->start_sequence(sequence_name);
 }
 
@@ -520,9 +541,6 @@ Player::do_backflip() {
   if (!on_ground())
     return;
 
-  // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
-  set_bonus(GROWUP_BONUS, true);
-
   backflip_direction = (dir == LEFT)?(+1):(-1);
   backflipping = true;
   do_jump(-580);
@@ -582,11 +600,13 @@ Player::handle_vertical_input()
 
   // swimming
   physic.set_acceleration_y(0);
+#ifdef SWIMMING
   if (swimming) {
     if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
       physic.set_acceleration_y(-2000);
     physic.set_velocity_y(physic.get_velocity_y() * 0.94);
   }
+#endif
 }
 
 void
@@ -596,6 +616,10 @@ Player::handle_input()
     handle_input_ghost();
     return;
   }
+  if (climbing) {
+    handle_input_climbing();
+    return;
+  }
 
   /* Peeking */
   if( controller->released( Controller::PEEK_LEFT ) ) {
@@ -604,12 +628,24 @@ Player::handle_input()
   if( controller->released( Controller::PEEK_RIGHT ) ) {
     peeking = AUTO;
   }
+  if( controller->released( Controller::UP ) ) {
+    peeking = AUTO;
+  }
+  if( controller->released( Controller::DOWN ) ) {
+    peeking = AUTO;
+  }
   if( controller->pressed( Controller::PEEK_LEFT ) ) {
     peeking = LEFT;
   }
   if( controller->pressed( Controller::PEEK_RIGHT ) ) {
     peeking = RIGHT;
   }
+  if( controller->pressed( Controller::UP ) ) {
+    peeking = UP;
+  }
+  if( controller->pressed( Controller::DOWN ) ) {
+    peeking = DOWN;
+  }
 
   /* Handle horizontal movement: */
   if (!backflipping) handle_horizontal_input();
@@ -651,9 +687,13 @@ Player::handle_input()
       if(moving_object) {
         moving_object->set_pos(pos);
       } else {
-        log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+        log_debug << "Non MovingObject grabbed?!?" << std::endl;
+      }
+      if(controller->hold(Controller::UP)) {
+        grabbed_object->ungrab(*this, UP);
+      } else {
+        grabbed_object->ungrab(*this, dir);
       }
-      grabbed_object->ungrab(*this, dir);
       grabbed_object = NULL;
     }
   }
@@ -678,12 +718,18 @@ Player::try_grab()
       if(!portable->is_portable())
         continue;
 
+      // make sure the Portable is a MovingObject
       MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
-      assert(portable);
+      assert(moving_object);
       if(moving_object == NULL)
         continue;
 
+      // make sure the Portable isn't currently non-solid
+      if(moving_object->get_group() == COLGROUP_DISABLED) continue;
+
+      // check if we are within reach
       if(moving_object->get_bbox().contains(pos)) {
+        if (climbing) stop_climbing(*climbing);
         grabbed_object = portable;
         grabbed_object->grab(*this, get_pos(), dir);
         break;
@@ -783,6 +829,7 @@ Player::set_bonus(BonusType type, bool animate)
     }
     if(animate)
       growing_timer.start(GROWING_TIME);
+    if (climbing) stop_climbing(*climbing);
   }
 
   if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
@@ -793,6 +840,7 @@ Player::set_bonus(BonusType type, bool animate)
       Vector paccel = Vector(0, 1000);
       std::string action = (dir==LEFT)?"left":"right";
       Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+      if (climbing) stop_climbing(*climbing);
     }
     if ((player_status->bonus == ICE_BONUS) && (animate)) {
       // visually lose cap
@@ -801,6 +849,7 @@ Player::set_bonus(BonusType type, bool animate)
       Vector paccel = Vector(0, 1000);
       std::string action = (dir==LEFT)?"left":"right";
       Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+      if (climbing) stop_climbing(*climbing);
     }
     player_status->max_fire_bullets = 0;
     player_status->max_ice_bullets = 0;
@@ -862,7 +911,11 @@ Player::draw(DrawingContext& context)
   int layer = LAYER_OBJECTS + 1;
 
   /* Set Tux sprite action */
-  if (backflipping)
+  if (climbing)
+    {
+    tux_body->set_action("skid-left");
+    }
+  else if (backflipping)
     {
     if(dir == LEFT)
       tux_body->set_action("backflip-left");
@@ -970,7 +1023,7 @@ Player::draw(DrawingContext& context)
   else if (safe_timer.started() && size_t(game_time*40)%2)
     ;  // don't draw Tux
   else
-    tux_body->draw(context, get_pos(), layer);
+    tux_body->draw(context, get_pos(), layer, grabbed_object);
 
 }
 
@@ -980,6 +1033,7 @@ Player::collision_tile(uint32_t tile_attributes)
   if(tile_attributes & Tile::HURTS)
     kill(false);
 
+#ifdef SWIMMING
   if( swimming ){
     if( tile_attributes & Tile::WATER ){
       no_water = false;
@@ -993,6 +1047,7 @@ Player::collision_tile(uint32_t tile_attributes)
       sound_manager->play( "sounds/splash.ogg" );
     }
   }
+#endif
 }
 
 void
@@ -1078,6 +1133,7 @@ Player::kill(bool completely)
     return;
 
   sound_manager->play("sounds/hurt.wav");
+  if (climbing) stop_climbing(*climbing);
 
   physic.set_velocity_x(0);
 
@@ -1099,17 +1155,24 @@ Player::kill(bool completely)
       duck = false;
     }
   } else {
-    for (int i = 0; (i < 5) && (i < player_status->coins); i++)
+    if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
     {
-      // the numbers: starting x, starting y, velocity y
-      Sector::current()->add_object(new FallingCoin(get_pos() +
-            Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
-            systemRandom.rand(-100,100)));
+      for (int i = 0; i < 5; i++)
+      {
+        // the numbers: starting x, starting y, velocity y
+        Sector::current()->add_object(new FallingCoin(get_pos() +
+              Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
+              systemRandom.rand(-100,100)));
+      }
+      player_status->coins -= std::max(player_status->coins/10, 25);
+    }
+    else
+    {
+      GameSession::current()->set_reset_point("", Vector());
     }
     physic.enable_gravity(true);
     physic.set_acceleration(0, 0);
     physic.set_velocity(0, -700);
-    player_status->coins -= 25;
     set_bonus(NO_BONUS, true);
     dying = true;
     dying_timer.start(3.0);
@@ -1134,6 +1197,7 @@ Player::move(const Vector& vector)
     set_size(31.8f, 31.8f);
   duck = false;
   last_ground_y = vector.y;
+  if (climbing) stop_climbing(*climbing);
 
   physic.reset();
 }
@@ -1206,6 +1270,7 @@ Player::deactivate()
   physic.set_velocity_y(0);
   physic.set_acceleration_x(0);
   physic.set_acceleration_y(0);
+  if (climbing) stop_climbing(*climbing);
 }
 
 void
@@ -1227,6 +1292,8 @@ Player::set_ghost_mode(bool enable)
   if (ghost_mode == enable)
     return;
 
+  if (climbing) stop_climbing(*climbing);
+
   if (enable) {
     ghost_mode = true;
     set_group(COLGROUP_DISABLED);
@@ -1239,3 +1306,80 @@ Player::set_ghost_mode(bool enable)
     log_debug << "You feel solid again." << std::endl;
   }
 }
+
+
+void 
+Player::start_climbing(Climbable& climbable)
+{
+  if (climbing == &climbable) return;
+
+  climbing = &climbable;
+  physic.enable_gravity(false);
+  physic.set_velocity(0, 0);
+  physic.set_acceleration(0, 0);
+}
+
+void 
+Player::stop_climbing(Climbable& /*climbable*/)
+{
+  if (!climbing) return;
+
+  climbing = 0;
+
+  if (grabbed_object) {    
+    grabbed_object->ungrab(*this, dir);
+    grabbed_object = NULL;
+  }
+
+  physic.enable_gravity(true);
+  physic.set_velocity(0, 0);
+  physic.set_acceleration(0, 0);
+
+  if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
+    on_ground_flag = true;
+    // TODO: This won't help. Why?
+    do_jump(-300);
+  }
+}
+
+void
+Player::handle_input_climbing()
+{
+  if (!climbing) {
+    log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
+    return;
+  }
+
+  float vx = 0;
+  float vy = 0;
+  if (controller->hold(Controller::LEFT)) {
+    dir = LEFT;
+    vx -= MAX_CLIMB_XM;
+  }
+  if (controller->hold(Controller::RIGHT)) {
+    dir = RIGHT;
+    vx += MAX_CLIMB_XM;
+  }
+  if (controller->hold(Controller::UP)) {
+    vy -= MAX_CLIMB_YM;
+  }
+  if (controller->hold(Controller::DOWN)) {
+    vy += MAX_CLIMB_YM;
+  }
+  if (controller->hold(Controller::JUMP)) {
+    if (can_jump) {
+      stop_climbing(*climbing);
+      return;
+    }  
+  } else {
+    can_jump = true;
+  }
+  if (controller->hold(Controller::ACTION)) {
+    stop_climbing(*climbing);
+    return;
+  }
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(0, 0);
+}
+
+