Background can now render three images: Top, Center and Bottom
[supertux.git] / src / object / player.cpp
index 0fcc752..628752e 100644 (file)
 #include <iostream>
 #include <cassert>
 
-#include "app/globals.h"
-#include "app/gettext.h"
-#include "special/sprite_manager.h"
-#include "player.h"
-#include "tile.h"
-#include "special/sprite.h"
-#include "sector.h"
-#include "resources.h"
-#include "video/screen.h"
-#include "statistics.h"
-#include "gameloop.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/gameobjs.h"
-#include "object/portable.h"
-#include "trigger/trigger_base.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 "badguy/badguy.hpp"
+#include "player_status.hpp"
+#include "msg.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -53,6 +59,8 @@ 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];
@@ -64,39 +72,6 @@ TuxBodyParts* big_tux = 0;
 TuxBodyParts* fire_tux = 0;
 TuxBodyParts* ice_tux = 0;
 
-PlayerKeymap keymap;
-
-PlayerKeymap::PlayerKeymap()
-{
-  keymap.up    = SDLK_UP;
-  keymap.down  = SDLK_DOWN;
-  keymap.left  = SDLK_LEFT;
-  keymap.right = SDLK_RIGHT;
-
-  keymap.power = SDLK_LCTRL;
-  keymap.jump  = SDLK_SPACE;
-}
-
-PlayerInputType::PlayerInputType()
-{
-  reset();
-}
-
-void
-PlayerInputType::reset()
-{
-  up = false;
-  old_up = false;
-  down = false;
-  fire = false;
-  old_fire = false;
-  left = false;
-  right = false;
-  jump = false;
-  old_jump = false;
-  activate = false;
-}
-
 void
 TuxBodyParts::set_action(std::string action, int loops)
 {
@@ -111,25 +86,25 @@ 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)
   : player_status(_player_status), grabbed_object(0)
 {
-  smalltux_gameover = sprite_manager->create("smalltux-gameover");
-  smalltux_star = sprite_manager->create("smalltux-star");
-  bigtux_star = sprite_manager->create("bigtux-star");
+  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");
   init();
 }
 
@@ -157,105 +132,67 @@ 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;
+  visible = true;
   
-  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;
 
-  input.reset();
+  floor_normal = Vector(0,-1);
+
   physic.reset();
 }
 
-bool
-Player::key_event(SDLKey key, bool state)
+void
+Player::set_controller(Controller* controller)
 {
-  idle_timer.start(IDLE_TIME, true);
-
-  if(key == keymap.right)
-    {
-      input.right = state;
-      return true;
-    }
-  else if(key == keymap.left)
-    {
-      input.left = state;
-      return true;
-    }
-  else if(key == keymap.up)
-    {
-      if(state == false)
-        input.old_up = false;
-      input.up = state;
-      /* Up key also opens activates stuff */
-      input.activate = state;
-      return true;
-    }
-  else if(key == keymap.down)
-    {
-      input.down = state;
-      return true;
-    }
-  else if(key == keymap.power)
-    {
-      if(state == false)
-        input.old_fire = false;
-      input.fire = state;
-
-      return true;
-    }
-  else if(key == keymap.jump)
-    {
-      if(state == false)
-        input.old_jump = false;
-      input.jump = state;
-      return true;
-    }
-  else
-    return false;
+  this->controller = controller;
 }
 
 void
-Player::action(float elapsed_time)
+Player::update(float elapsed_time)
 {
+  // do we need to enable gravity again?
+  if(on_ground_flag) {
+    Rect lower = bbox;
+    lower.move(Vector(0, 4.0));
+    if(Sector::current()->is_free_space(lower)) {
+      physic.enable_gravity(true);
+      on_ground_flag = false;
+    }
+  }
+    
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
-  if(input.fire == false && grabbed_object) {
-    grabbed_object = 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() : 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 {
-#ifdef DEBUG
-      std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+    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 {
+        msg_debug("Non MovingObjetc grabbed?!?");
+      }
+      grabbed_object->ungrab(*this, dir);
+      grabbed_object = 0;
     }
   }
 
-  if(!dying)
+  if(!dying && !deactivated)
     handle_input();
 
   movement = physic.get_movement(elapsed_time);
-  on_ground_flag = false;
 
 #if 0
   // special exception for cases where we're stuck under tiles after
@@ -271,7 +208,7 @@ 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);
   }
 }
 
@@ -300,18 +237,19 @@ Player::handle_horizontal_input()
 
   float dirsign = 0;
   if(!duck || physic.get_velocity_y() != 0) {
-    if(input.left && !input.right) {
+    if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = LEFT;
       dirsign = -1;
-    } else if(!input.left && input.right) {
+    } else if(!controller->hold(Controller::LEFT)
+              && controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = RIGHT;
       dirsign = 1;
     }
   }
 
-  if (!input.fire) {
+  if (!controller->hold(Controller::ACTION)) {
     ax = dirsign * WALK_ACCELERATION_X;
     // limit speed
     if(vx >= MAX_WALK_XM && dirsign > 0) {
@@ -343,14 +281,13 @@ Player::handle_horizontal_input()
     // let's skid!
     if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
       skidding_timer.start(SKID_TIME);
-      SoundManager::get()->play_sound(IDToSound(SND_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;
@@ -389,11 +326,21 @@ 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(33);
+    bbox.set_width(34);
   } else {
     bbox.set_width(31.8);
   }
 
+  // on downward slopes, adjust vertical velocity to match slope angle
+  if (on_ground()) {
+    if (floor_normal.y != 0) {
+      if ((floor_normal.x * vx) > 0) {
+        // we overdo it a little, just to be on the safe side
+        vy = vx * (floor_normal.x / floor_normal.y) * 2;
+      }
+    }
+  }
+
   physic.set_velocity(vx, vy);
   physic.set_acceleration(ax, ay);
 }
@@ -414,192 +361,87 @@ 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(input.jump && can_jump && on_ground())
-    {
-      if(duck) { // only jump a little bit when in duck mode {
+  if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
+    if (duck) { 
+      if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
         physic.set_velocity_y(300);
-      } else {
-        // jump higher if we are running
-        if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
-          physic.set_velocity_y(580);
-        else
-          physic.set_velocity_y(520);
+      else { //do a backflip
+        backflipping = true;
+        physic.set_velocity_y(580);
+        backflip_timer.start(0.15);
       }
-
-      //bbox.move(Vector(0, -1));
-      jumping = true;
-      flapping = false;
-      can_jump = false;
-      can_flap = false;
-      flaps_nb = 0; // Ricardo's flapping
-      if (is_big())
-        SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
-      else
-        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
     }
-  // Let go of jump key
-  else if(!input.jump)
-    {
-      if (!flapping && !duck && !falling_from_flap && !on_ground())
-         {
-            can_flap = true;
-         }
-      if (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(input.jump && !input.old_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 (input.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 (input.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 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
+      physic.set_velocity_y(580);
     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 (input.down && !butt_jump && !duck)
-    //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
-      butt_jump = true;
+      physic.set_velocity_y(520);
+    
+    //bbox.move(Vector(0, -1));
+    jumping = true;
+    can_jump = false;
+    if (is_big())
+      sound_manager->play("sounds/bigjump.wav");
+    else
+      sound_manager->play("sounds/jump.wav");
+  } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
+    if (!backflipping && jumping && physic.get_velocity_y() > 0) {
+      jumping = false;
+      physic.set_velocity_y(0);
+    }
+  }
 
-   /* When Down is not held anymore, disable butt jump */
-  if(butt_jump && !input.down)
+  /* 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)
+    //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+    butt_jump = true;
+  
+  /* When Down is not held anymore, disable butt jump */
+  if(butt_jump && !controller->hold(Controller::DOWN))
     butt_jump = false;
-
+  
 #if 0
   // Do butt jump
-  if (butt_jump && on_ground() && is_big())
-  {
+  if (butt_jump && on_ground() && is_big()) {
     // Add a smoke cloud
     if (duck) 
       Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
     else 
       Sector::current()->add_smoke_cloud(
-          Vector(get_pos().x - 32, get_pos().y + 32));
+        Vector(get_pos().x - 32, get_pos().y + 32));
     
     butt_jump = false;
-
+    
     // Break bricks beneath Tux
     if(Sector::current()->trybreakbrick(
-          Vector(base.x + 1, base.y + base.height), false)
-        || Sector::current()->trybreakbrick(
-           Vector(base.x + base.width - 1, base.y + base.height), false))
-    {
+         Vector(base.x + 1, base.y + base.height), false)
+       || Sector::current()->trybreakbrick(
+         Vector(base.x + base.width - 1, base.y + base.height), false)) {
       physic.set_velocity_y(2);
       butt_jump = true;
     }
-
+    
     // Kill nearby badguys
     std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
          i != gameobjects.end();
-         i++)
-    {
+         i++) {
       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      if(badguy)
-      {
+      if(badguy) {
         // don't kill when badguys are already dying or in a certain mode
         if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
-           badguy->mode != BadGuy::BOMB_EXPLODE)
-          {
-            if (fabsf(base.x - badguy->base.x) < 96 &&
-                fabsf(base.y - badguy->base.y) < 64)
-              badguy->kill_me(25);
-          }
+           badguy->mode != BadGuy::BOMB_EXPLODE) {
+          if (fabsf(base.x - badguy->base.x) < 96 &&
+              fabsf(base.y - badguy->base.y) < 64)
+            badguy->kill_me(25);
+        }
       }
     }
   }
@@ -622,82 +464,100 @@ Player::handle_vertical_input()
       can_jump = true;
     }
 #endif
-
-  // FIXME: why the heck is this here and not somewhere where the keys are
-  // checked?!?
-  input.old_jump = input.jump;
 }
 
 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() && !input.jump)
+  if (on_ground() && !controller->hold(Controller::JUMP))
     can_jump = true;
   handle_vertical_input();
 
   /* Shoot! */
-  if (input.fire && !input.old_fire && player_status->bonus == FIRE_BONUS) {
+  if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
     if(Sector::current()->add_bullet(
-//           get_pos() + Vector(0, bbox.get_height()/2),
-          get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) 
-          : Vector(32, bbox.get_height()/2)),
-          physic.get_velocity_x(), dir))
+         get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) 
+                      : Vector(32, bbox.get_height()/2)),
+         physic.get_velocity_x(), dir))
       shooting_timer.start(SHOOTING_TIME);
-    // FIXME: why the heck is this here
-    input.old_fire = false;
   }
-
+  
   /* Duck! */
-  if (input.down && is_big() && !duck 
-      && physic.get_velocity_y() == 0 && on_ground())
+  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))
     {
-      duck = true;
-      bbox.move(Vector(0, 32));
-      bbox.set_height(31.8);
-    }
-  else if(!input.down && is_big() && duck)
-    {
-      // try if we can really unduck
-      bbox.move(Vector(0, -32));
-      bbox.set_height(63.8);
       duck = false;
-      // FIXME
-#if 0
-      // when unducking in air we need some space to do so
-      if(on_ground() || !collision_object_map(bbox)) {
-        duck = false;
-      } else {
-        // undo the ducking changes
-        bbox.move(Vector(0, 32));
-        bbox.set_height(31.8);
-      }
-#endif
+    } else {
+      // undo the ducking changes
+      bbox.move(Vector(0, 32));
+      bbox.set_height(31.8); 
     }
+  }
 }
 
 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) {
-      bbox.set_height(63.8);
-      bbox.move(Vector(0, -32));
-      if(animate)
-        growing_timer.start(GROWING_TIME);
+    bbox.set_height(63.8);
+    bbox.move(Vector(0, -32));
+    if(animate)
+      growing_timer.start(GROWING_TIME);
   }
-      
+  
   player_status->bonus = type;
 }
 
 void
+Player::set_visible(bool visible)
+{
+  this->visible = visible;
+}
+
+bool
+Player::get_visible()
+{
+  return visible;
+}
+
+void
+Player::kick()
+{
+  kick_timer.start(KICK_TIME);
+}
+
+void
 Player::draw(DrawingContext& context)
 {
+  if(!visible)
+    return;
+  
   TuxBodyParts* tux_body;
           
   if (player_status->bonus == GROWUP_BONUS)
@@ -825,7 +685,7 @@ 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);
@@ -833,36 +693,59 @@ 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)
       smalltux_star->draw(context, get_pos(), layer + 5);
     else
       bigtux_star->draw(context, get_pos(), layer + 5);
-  }
-  if (debug_mode)
-    context.draw_filled_rect(get_pos(),
-        Vector(bbox.get_width(), bbox.get_height()),
-        Color(75,75,75, 150), LAYER_OBJECTS+20);
+  } 
+}
+
+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 && input.fire
+  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;
+      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;
+
+      // remember normal of this tile
+      if (hit.normal.y > -0.9) {
+        floor_normal.x = hit.normal.x;
+        floor_normal.y = hit.normal.y;
+      } else {
+        // slowly adjust to unisolid tiles. 
+        // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles
+        floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1);
+        floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
+      }
+
+      // disable gravity
+      physic.enable_gravity(false);
     } else if(hit.normal.y > 0) { // bumped against the roof
       physic.set_velocity_y(.1);
     }
@@ -874,10 +757,26 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     return CONTINUE;
   }
 
-  TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
-  if(trigger) {
-    if(input.up && !input.old_up)
-      trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+#ifdef DEBUG
+  assert(dynamic_cast<MovingObject*> (&other) != NULL);
+#endif
+  MovingObject* moving_object = static_cast<MovingObject*> (&other); 
+  if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
+    TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
+    if(trigger) {
+      if(controller->pressed(Controller::UP))
+        trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+    }
+
+    return FORCE_MOVE;
+  }
+
+  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+  if(badguy != NULL) {
+    if(safe_timer.started())
+      return FORCE_MOVE;
+
+    return CONTINUE;
   }
 
   return FORCE_MOVE;
@@ -886,7 +785,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 void
 Player::make_invincible()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+  sound_manager->play("sounds/invincible.wav");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
   Sector::current()->play_music(HERRING_MUSIC);               
 }
@@ -895,13 +794,14 @@ Player::make_invincible()
 void
 Player::kill(HurtMode mode)
 {
-  if(dying)
+  if(dying || deactivated)
     return;
 
-  if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+  if(mode != KILL && 
+          (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
     return;                          
   
-  SoundManager::get()->play_sound(IDToSound(SND_HURT));
+  sound_manager->play("sounds/hurt.wav");
 
   physic.set_velocity_x(0);
 
@@ -931,7 +831,12 @@ Player::kill(HurtMode mode)
       player_status->bonus = NO_BONUS;
       dying = true;
       dying_timer.start(3.0);
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
+
+      DisplayEffect* effect = new DisplayEffect();
+      effect->fade_out(3.0);
+      Sector::current()->add_object(effect);
+      sound_manager->stop_music(3.0);
     }
 }
 
@@ -943,11 +848,9 @@ Player::move(const Vector& vector)
     bbox.set_size(31.8, 63.8);
   else
     bbox.set_size(31.8, 31.8);
-  on_ground_flag = false;
   duck = false;
   last_ground_y = vector.y;
 
-  input.reset();
   physic.reset();
 }
 
@@ -974,10 +877,10 @@ Player::check_bounds(Camera* camera)
     bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
     adjust = true;
   }
-  if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width())
+  if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
     bbox.set_pos(Vector(
-          camera->get_translation().x + screen->w - bbox.get_width(),
+          camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
           get_pos().y));
     adjust = true;
   }
@@ -997,13 +900,29 @@ Player::check_bounds(Camera* camera)
 void
 Player::bounce(BadGuy& )
 {
-  //Make sure we stopped flapping
-  flapping = false;
-  falling_from_flap = false;
-  
-  if (input.jump)
+  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);
+}