removed my strange dummy-guy from contrib
[supertux.git] / src / object / player.cpp
index fcbe658..9357138 100644 (file)
 #include <iostream>
 #include <cassert>
 
-#include "app/globals.h"
-#include "app/gettext.h"
+#include "gettext.h"
+#include "sprite/sprite_manager.h"
 #include "player.h"
-#include "defines.h"
-#include "scene.h"
 #include "tile.h"
-#include "special/sprite.h"
+#include "sprite/sprite.h"
 #include "sector.h"
 #include "resources.h"
 #include "video/screen.h"
 #include "statistics.h"
-#include "gameloop.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"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -59,42 +60,11 @@ Surface* growingtux_right[GROWING_FRAMES];
 
 Surface* tux_life = 0;
 
-Sprite* smalltux_gameover = 0;
-Sprite* smalltux_star = 0;
-Sprite* bigtux_star = 0;
-
 TuxBodyParts* small_tux = 0;
 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;
-}
-
-void player_input_init(player_input_type* pplayer_input)
-{
-  pplayer_input->up = UP;
-  pplayer_input->old_up = UP;
-  pplayer_input->down = UP;
-  pplayer_input->fire = UP;
-  pplayer_input->left = UP;
-  pplayer_input->old_fire = UP;
-  pplayer_input->right = UP;
-  pplayer_input->jump = UP;
-  pplayer_input->old_jump = UP;
-  pplayer_input->activate = UP;
-}
-
 void
 TuxBodyParts::set_action(std::string action, int loops)
 {
@@ -122,31 +92,37 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
     feet->draw(context, pos, layer-2, drawing_effect);
 }
 
-Player::Player()
+Player::Player(PlayerStatus* _player_status)
+  : player_status(_player_status), grabbed_object(0)
 {
+  controller = main_controller;
+  smalltux_gameover = sprite_manager->create("smalltux-gameover");
+  smalltux_star = sprite_manager->create("smalltux-star");
+  bigtux_star = sprite_manager->create("bigtux-star");
   init();
 }
 
 Player::~Player()
 {
+  delete smalltux_gameover;
+  delete smalltux_star;
+  delete bigtux_star;
 }
 
 void
 Player::init()
 {
-  holding_something = false;
-
-  bbox.set_size(31.8, 31.8);
-
-  size = SMALL;
-  got_power = NONE_POWER;
+  if(is_big())
+    bbox.set_size(31.8, 63.8);
+  else
+    bbox.set_size(31.8, 31.8);
 
   dir = RIGHT;
   old_dir = dir;
   duck = false;
   dead = false;
 
-  dying   = DYING_NOT;
+  dying = false;
   last_ground_y = 0;
   fall_mode = ON_GROUND;
   jumping = false;
@@ -160,85 +136,21 @@ Player::init()
   flapping_velocity = 0;
 
   // temporary to help player's choosing a flapping
-  flapping_mode = MAREK_FLAP;
+  flapping_mode = NO_FLAP;
 
   // Ricardo's flapping
   flaps_nb = 0;
 
   on_ground_flag = false;
-
-  player_input_init(&input);
+  grabbed_object = 0;
 
   physic.reset();
 }
 
-int
-Player::key_event(SDLKey key, int state)
-{
-  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 == UP)
-        input.old_up = UP;
-      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 == UP)
-        input.old_fire = UP;
-      input.fire = state;
-
-      return true;
-    }
-  else if(key == keymap.jump)
-    {
-      if (state == UP)
-        input.old_jump = UP;
-      input.jump = state;
-      return true;
-    }
-  else
-    return false;
-}
-
 void
-Player::level_begin()
-{
-  move(Vector(100, 170));
-  duck = false;
-
-  dying = DYING_NOT;
-
-  player_input_init(&input);
-
-  on_ground_flag = false;
-
-  physic.reset();
-}
-
-PlayerStatus&
-Player::get_status()
+Player::set_controller(Controller* controller)
 {
-  return player_status;
+  this->controller = controller;
 }
 
 void
@@ -249,44 +161,44 @@ Player::action(float elapsed_time)
     return;
   }
 
-  if (input.fire == UP)
-    holding_something = false;
+  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(),
+                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
+    }
+  }
 
-  if(dying == DYING_NOT)
+  if(!dying)
     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
-      // 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;
-        }
-
-      /* Reset score multiplier (for multi-hits): */
-      if (!invincible_timer.started())
-            {
-            if(player_status.score_multiplier > player_status.max_score_multiplier)
-              {
-              player_status.max_score_multiplier = player_status.score_multiplier;
-
-              // show a message
-              char str[124];
-              sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
-              Sector::current()->add_floating_text(base, str);
-              }
-            player_status.score_multiplier = 1;
-            }
-        }
-
-    }
+  // 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
 
-  on_ground_flag = false;
+  if(grabbed_object != 0) {
+    Vector pos = get_pos() + 
+      Vector(dir == LEFT ? -16 : 16,
+             bbox.get_height()*0.66666 - 32);
+    grabbed_object->grab(*this, pos);
+  }
 }
 
 bool
@@ -295,6 +207,15 @@ Player::on_ground()
   return on_ground_flag;
 }
 
+bool
+Player::is_big()
+{
+  if(player_status->bonus == NO_BONUS)
+    return false;
+
+  return true;
+}
+
 void
 Player::handle_horizontal_input()
 {
@@ -304,36 +225,39 @@ Player::handle_horizontal_input()
   float ay = physic.get_acceleration_y();
 
   float dirsign = 0;
-  if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+  if(!duck || physic.get_velocity_y() != 0) {
+    if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = LEFT;
       dirsign = -1;
-  } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+    } else if(!controller->hold(Controller::LEFT)
+              && controller->hold(Controller::RIGHT)) {
       old_dir = dir;
       dir = RIGHT;
       dirsign = 1;
+    }
   }
 
-  if (input.fire == UP) {
-      ax = dirsign * WALK_ACCELERATION_X;
-      // limit speed
-      if(vx >= MAX_WALK_XM && dirsign > 0) {
-        vx = MAX_WALK_XM;
-        ax = 0;
-      } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
-        vx = -MAX_WALK_XM;
-        ax = 0;
-      }
+  if (!controller->hold(Controller::ACTION)) {
+    ax = dirsign * WALK_ACCELERATION_X;
+    // limit speed
+    if(vx >= MAX_WALK_XM && dirsign > 0) {
+      vx = MAX_WALK_XM;
+      ax = 0;
+    } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
+      vx = -MAX_WALK_XM;
+      ax = 0;
+    }
   } else {
-      ax = dirsign * RUN_ACCELERATION_X;
-      // limit speed
-      if(vx >= MAX_RUN_XM && dirsign > 0) {
-        vx = MAX_RUN_XM;
-        ax = 0;
-      } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
-        vx = -MAX_RUN_XM;
-        ax = 0;
-      }
+    ax = dirsign * RUN_ACCELERATION_X;
+    // limit speed
+    if(vx >= MAX_RUN_XM && dirsign > 0) {
+      vx = MAX_RUN_XM;
+      ax = 0;
+    } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
+      vx = -MAX_RUN_XM;
+      ax = 0;
+    }
   }
 
   // we can reach WALK_SPEED without any acceleration
@@ -342,40 +266,36 @@ Player::handle_horizontal_input()
   }
 
   // changing directions?
-  if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
-    {
-      // 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
-          Sector::current()->add_object(
-              new Particles(
-                Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
-                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,
-              LAYER_OBJECTS+1));
-
-          ax *= 2.5;
-        }
-      else
-        {
-          ax *= 2;
-        }
+  if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
+    // let's skid!
+    if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
+      skidding_timer.start(SKID_TIME);
+      sound_manager->play_sound("skid");
+      // dust some partcles
+      Sector::current()->add_object(
+        new Particles(
+          Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
+                 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,
+          LAYER_OBJECTS+1));
+      
+      ax *= 2.5;
+    } else {
+      ax *= 2;
     }
+  }
 
   // we get slower when not pressing any keys
   if(dirsign == 0) {
-      if(fabs(vx) < WALK_SPEED) {
-          vx = 0;
-          ax = 0;
-      } else if(vx < 0) {
-          ax = WALK_ACCELERATION_X * 1.5;
-      } else {
-          ax = WALK_ACCELERATION_X * -1.5;
-      }
+    if(fabs(vx) < WALK_SPEED) {
+      vx = 0;
+      ax = 0;
+    } else if(vx < 0) {
+      ax = WALK_ACCELERATION_X * 1.5;
+    } else {
+      ax = WALK_ACCELERATION_X * -1.5;
+    }
   }
 
 #if 0
@@ -431,199 +351,167 @@ Player::handle_vertical_input()
   }
 
   // Press jump key
-  if(input.jump == DOWN && can_jump && on_ground())
+  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)
+        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");
+    else
+      sound_manager->play_sound("jump");
+  } 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) {
+      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(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)
-          physic.set_velocity_y(580);
-        else
-          physic.set_velocity_y(520);
+      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;
       }
-
-      //bbox.move(Vector(0, -1));
       jumping = true;
-      flapping = false;
-      can_jump = false;
-      can_flap = false;
-      flaps_nb = 0; // Ricardo's flapping
-      if (size == SMALL)
-        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
-      else
-        SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
+      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);
+      }
     }
-  // Let go of jump key
-  else if(input.jump == UP)
+  } else if(flapping_mode == RYAN_FLAP) {
+    // Flapping, Ryan's version
+    if (controller->hold(Controller::JUMP) && can_flap)
     {
-      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 == DOWN && input.old_jump == UP && 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 == DOWN && 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 == DOWN && 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);
-     }
-   }
-
-   // Hover
-   //(disabled by default, use cheat code "hover" to toggle on/off)
-   //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
-   if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+      if (!flapping_timer.started())
       {
-         physic.set_velocity_y(-100);
+        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
-   /* In case the player has pressed Down while in a certain range of air,
-      enable butt jump action */
-  if (input.down == DOWN && !butt_jump && !duck)
-    if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
-      butt_jump = true;
+        // 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);
+    }
+  }
 
-   /* When Down is not held anymore, disable butt jump */
-  if(butt_jump && input.down == UP)
+  /* 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() && size == 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;
-
-#if 0
+    
     // 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;
     }
-#endif
-
-#if 0
+    
     // 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);
+        }
       }
     }
-#endif
   }
+#endif
 
   /** jumping is only allowed if we're about to touch ground soon and if the
    * button has been up in between the last jump
@@ -637,14 +525,11 @@ Player::handle_vertical_input()
           get_pos().y + bbox.get_height() + 64))
        && jumping  == false
        && can_jump == false
-       && input.jump == DOWN
-       && input.old_jump == UP)
+       && input.jump && !input.old_jump)
     {
       can_jump = true;
     }
 #endif
-
-  input.old_jump = input.jump;
 }
 
 void
@@ -654,66 +539,58 @@ Player::handle_input()
   handle_horizontal_input();
 
   /* Jump/jumping? */
-  if (on_ground() && input.jump == UP)
+  if (on_ground() && !controller->hold(Controller::JUMP))
     can_jump = true;
   handle_vertical_input();
 
   /* Shoot! */
-  if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) {
+  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);
-    input.old_fire = DOWN;
   }
-
+  
   /* Duck! */
-  if (input.down == DOWN && size == BIG && !duck 
-      && physic.get_velocity_y() == 0 && on_ground())
-    {
-      duck = true;
+  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) {
+    // 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);
     }
-  else if(input.down == UP && size == 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
-    }
+  }
 }
 
 void
-Player::grow(bool animate)
+Player::set_bonus(BonusType type, bool animate)
 {
-  if(size == BIG)
+  if(player_status->bonus == type)
     return;
   
-  size = BIG;
-  bbox.set_height(63.8);
-  bbox.move(Vector(0, -32));
-
-  if(animate)
-    growing_timer.start(GROWING_TIME);
-}
-
-void
-Player::grabdistros()
-{
+  if(player_status->bonus == NO_BONUS) {
+    bbox.set_height(63.8);
+    bbox.move(Vector(0, -32));
+    if(animate)
+      growing_timer.start(GROWING_TIME);
+  }
+  
+  player_status->bonus = type;
 }
 
 void
@@ -721,19 +598,19 @@ Player::draw(DrawingContext& context)
 {
   TuxBodyParts* tux_body;
           
-  if (size == SMALL)
-    tux_body = small_tux;
-  else if (got_power == FIRE_POWER)
+  if (player_status->bonus == GROWUP_BONUS)
+    tux_body = big_tux;
+  else if (player_status->bonus == FIRE_BONUS)
     tux_body = fire_tux;
-  else if (got_power == ICE_POWER)
+  else if (player_status->bonus == ICE_BONUS)
     tux_body = ice_tux;
   else
-    tux_body = big_tux;
+    tux_body = small_tux;
 
   int layer = LAYER_OBJECTS + 10;
 
   /* Set Tux sprite action */
-  if (duck && size == BIG)
+  if (duck && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("duck-left");
@@ -754,7 +631,7 @@ Player::draw(DrawingContext& context)
     else // dir == RIGHT
       tux_body->set_action("kick-right");
     }
-  else if (butt_jump && size == BIG)
+  else if (butt_jump && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("buttjump-left");
@@ -788,7 +665,7 @@ Player::draw(DrawingContext& context)
 
   if(idle_timer.check())
     {
-    if(size == BIG)
+    if(is_big())
       {
       if(dir == LEFT)
         tux_body->head->set_action("idle-left", 1);
@@ -799,7 +676,7 @@ Player::draw(DrawingContext& context)
     }
 
   // Tux is holding something
-  if ((holding_something && physic.get_velocity_y() == 0) ||
+  if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
       (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
     {
     if (duck)
@@ -819,10 +696,10 @@ Player::draw(DrawingContext& context)
     }
 
   /* Draw Tux */
-  if (dying == DYING_SQUISHED) {
-    smalltux_gameover->draw(context, get_pos(), LAYER_FOREGROUNDTILES+1);
+  if(dying) {
+    smalltux_gameover->draw(context, get_pos(), layer);
   } else if(growing_timer.get_timeleft() > 0) {
-    if(size == SMALL)
+    if(!is_big())
       {
       if (dir == RIGHT)
         context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
@@ -857,21 +734,23 @@ Player::draw(DrawingContext& context)
       || size_t(global_time*20)%2)
      && !dying)
   {
-    if (size == SMALL || duck)
+    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);
+  } 
 }
 
 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;
+  }
   if(other.get_flags() & FLAG_SOLID) {
     if(hit.normal.y < 0) { // landed on floor?
       if (physic.get_velocity_y() < 0)
@@ -890,7 +769,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 
   TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
   if(trigger) {
-    if(input.up == DOWN && input.old_up == UP)
+    if(controller->pressed(Controller::UP))
       trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
   }
 
@@ -900,7 +779,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 void
 Player::make_invincible()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+  sound_manager->play_sound("invincible");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
   Sector::current()->play_music(HERRING_MUSIC);               
 }
@@ -912,27 +791,29 @@ Player::kill(HurtMode mode)
   if(dying)
     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_sound("hurt");
 
   physic.set_velocity_x(0);
 
-  if (mode == SHRINK && size == BIG)
+  if (mode == SHRINK && is_big())
     {
-      if (got_power != NONE_POWER)
+      if (player_status->bonus == FIRE_BONUS
+          || player_status->bonus == ICE_BONUS)
         {
           safe_timer.start(TUX_SAFE_TIME);
-          got_power = NONE_POWER;
+          player_status->bonus = GROWUP_BONUS;
         }
-      else
+      else 
         {
           growing_timer.start(GROWING_TIME);
           safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
-          size = SMALL;
           bbox.set_height(31.8);
           duck = false;
+          player_status->bonus = NO_BONUS;
         }
     }
   else
@@ -940,26 +821,27 @@ Player::kill(HurtMode mode)
       physic.enable_gravity(true);
       physic.set_acceleration(0, 0);
       physic.set_velocity(0, 700);
-      --player_status.lives;
-      dying = DYING_SQUISHED;
+      player_status->lives -= 1;
+      player_status->bonus = NO_BONUS;
+      dying = true;
       dying_timer.start(3.0);
       flags |= FLAG_NO_COLLDET;
     }
 }
 
-/* Remove Tux's power ups */
-void
-Player::remove_powerups()
-{
-  got_power = NONE_POWER;
-  size = SMALL;
-  bbox.set_height(31.8);
-}
-
 void
 Player::move(const Vector& vector)
 {
   bbox.set_pos(vector);
+  if(is_big())
+    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;
+
+  physic.reset();
 }
 
 void
@@ -985,10 +867,10 @@ 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;
   }
@@ -1012,7 +894,7 @@ Player::bounce(BadGuy& )
   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);