Adding in the start of graphics and noise for the new backflip. These file are free...
[supertux.git] / src / object / player.cpp
index 97a93d3..ebed28a 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
-//  SuperTux -  A Jump'n Run
-//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
@@ -31,7 +31,6 @@
 #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/bullet.hpp"
 #include "trigger/trigger_base.hpp"
 #include "control/joystickkeyboardcontroller.hpp"
+#include "scripting/squirrel_util.hpp"
 #include "main.hpp"
 #include "platform.hpp"
 #include "badguy/badguy.hpp"
 #include "player_status.hpp"
-#include "msg.hpp"
+#include "log.hpp"
+#include "falling_coin.hpp"
+#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -61,6 +64,9 @@ static const float MAX_RUN_XM = 320;
 static const float WALK_SPEED = 100;
 
 static const float KICK_TIME = .3;
+static const float CHEER_TIME = 1;
+
+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];
@@ -94,18 +100,25 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
   if(body != NULL)
     body->draw(context, pos, layer-3);
   if(arms != NULL)
-    arms->draw(context, pos, layer);
+    arms->draw(context, pos, layer+10);
   if(feet != NULL)
     feet->draw(context, pos, layer-2);
 }
 
 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");
+  sound_manager->preload("sounds/flip.wav");
+
   init();
 }
 
@@ -120,10 +133,9 @@ void
 Player::init()
 {
   if(is_big())
-    bbox.set_size(31.8, 63.8);
+    set_size(31.8, 62.8);
   else
-    bbox.set_size(31.8, 31.8);
-  adjust_height = 0;
+    set_size(31.8, 30.8);
 
   dir = RIGHT;
   old_dir = dir;
@@ -142,7 +154,7 @@ Player::init()
   visible = true;
   
   on_ground_flag = false;
-  grabbed_object = 0;
+  grabbed_object = NULL;
 
   floor_normal = Vector(0,-1);
 
@@ -150,11 +162,38 @@ Player::init()
 }
 
 void
+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, SQInteger table_idx)
+{
+  Scripting::unexpose_object(vm, table_idx, "Tux");
+}
+
+void
 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)
 {
@@ -163,51 +202,113 @@ 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(!dying && !deactivated)
+    handle_input();
+
+  // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
+  if (deactivated) apply_friction();
+
+  // extend/shrink tux collision rectangle so that we fall through/walk over 1
+  // tile holes
+  if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
+    set_width(34);
+  } else {
+    set_width(31.8);
   }
 
-  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 {
-        msg_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+  // on downward slopes, adjust vertical velocity to match slope angle
+  if (on_ground()) {
+    if (floor_normal.y != 0) {
+      if ((floor_normal.x * physic.get_velocity_x()) > 0) {
+        // we overdo it a little, just to be on the safe side
+        physic.set_velocity_y(-physic.get_velocity_x() * (floor_normal.x / floor_normal.y) * 2);
       }
-      grabbed_object->ungrab(*this, dir);
-      grabbed_object = 0;
     }
   }
 
-  if(!dying && !deactivated)
-    handle_input();
+  // handle backflipping
+  if (backflipping) {
+    //prevent player from changing direction when backflipping 
+    dir = (backflip_direction == 1) ? LEFT : RIGHT; 
+    if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+  }
 
-  movement = physic.get_movement(elapsed_time);
+  // set fall mode...
+  if(on_ground()) {
+    fall_mode = ON_GROUND;
+    last_ground_y = get_pos().y;
+  } else {
+    if(get_pos().y > last_ground_y)
+      fall_mode = FALLING;
+    else if(fall_mode == ON_GROUND)
+      fall_mode = JUMPING;
+  }
 
+  // check if we landed
+  if(on_ground()) { 
+    jumping = false;
+    if (backflipping && (!backflip_timer.started())) {
+      backflipping = false;
+      backflip_direction = 0;
+
+      // if controls are currently deactivated, we take care of standing up ourselves
+      if (deactivated) do_standup();
+    }
+  }
 #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;
+  // Do butt jump
+  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));
+    
+    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)) {
+      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++) {
+      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+      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);
+        }
+      }
+    }
   }
 #endif
 
-  if(grabbed_object != 0) {
+  // calculate movement for this frame
+  movement = physic.get_movement(elapsed_time);
+
+  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;
 }
@@ -228,6 +329,35 @@ Player::is_big()
 }
 
 void
+Player::apply_friction()
+{
+  if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
+    physic.set_velocity_x(0);
+    physic.set_acceleration_x(0);
+  } else if(physic.get_velocity_x() < 0) {
+    physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
+  } else {
+    physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+  }
+
+#if 0
+  // if we're on ice slow down acceleration or deceleration
+  if (isice(base.x, base.y + base.height))
+  {
+    /* the acceleration/deceleration rate on ice is inversely proportional to
+     * the current velocity.
+     */
+
+    // increasing 1 will increase acceleration/deceleration rate
+    // decreasing 1 will decrease acceleration/deceleration rate
+    //  must stay above zero, though
+    if (ax != 0) ax *= 1 / fabs(vx);
+  }
+#endif
+
+}
+
+void
 Player::handle_horizontal_input()
 {
   float vx = physic.get_velocity_x();
@@ -285,7 +415,7 @@ 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));
@@ -296,102 +426,111 @@ Player::handle_horizontal_input()
     }
   }
 
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(ax, ay);
+
   // 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;
-    }
+    apply_friction();
   }
 
-#if 0
-  // if we're on ice slow down acceleration or deceleration
-  if (isice(base.x, base.y + base.height))
-  {
-    /* the acceleration/deceleration rate on ice is inversely proportional to
-     * the current velocity.
-     */
+}
 
-    // increasing 1 will increase acceleration/deceleration rate
-    // decreasing 1 will decrease acceleration/deceleration rate
-    //  must stay above zero, though
-    if (ax != 0) ax *= 1 / fabs(vx);
-  }
-#endif
+void
+Player::do_cheer()
+{
+  do_duck();
+  do_backflip();
+  do_standup();
+}
 
-  // 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);
+void
+Player::do_duck() {
+  if (duck) return;
+  if (!is_big()) return;
+
+  if (physic.get_velocity_y() != 0) return;
+  if (!on_ground()) return;
+
+  if (adjust_height(31.8)) {
+    duck = true;
+    unduck_hurt_timer.stop();
   } else {
-    bbox.set_width(31.8);
+    // FIXME: what now?
   }
+}
 
-  // 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;
-      }
+void 
+Player::do_standup() {
+  if (!duck) return;
+  if (!is_big()) return;
+  if (backflipping) return;
+
+  if (adjust_height(63.8)) {
+    duck = false;
+    unduck_hurt_timer.stop();
+  } else {
+    // 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);
     }
   }
 
-  physic.set_velocity(vx, vy);
-  physic.set_acceleration(ax, ay);
 }
 
 void
-Player::handle_vertical_input()
-{
-  // set fall mode...
-  if(on_ground()) {
-    fall_mode = ON_GROUND;
-    last_ground_y = get_pos().y;
+Player::do_backflip() {
+  if (!duck) return;
+  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);
+  sound_manager->play("sounds/flip.wav");
+  backflip_timer.start(0.15);
+}
+
+void
+Player::do_jump(float yspeed) {
+  if (!on_ground()) return;
+
+  physic.set_velocity_y(yspeed);
+  //bbox.move(Vector(0, -1));
+  jumping = true;
+  on_ground_flag = false;
+  can_jump = false;
+
+  // play sound
+  if (is_big()) {
+    sound_manager->play("sounds/bigjump.wav");
   } else {
-    if(get_pos().y > last_ground_y)
-      fall_mode = FALLING;
-    else if(fall_mode == ON_GROUND)
-      fall_mode = JUMPING;
+    sound_manager->play("sounds/jump.wav");
   }
+}
 
-  if(on_ground()) { /* Make sure jumping is off. */
-    jumping = false;
-    if (backflipping) {
-      backflipping = false;
-      backflip_direction = 0;
-    }
-  }
+void
+Player::handle_vertical_input()
+{
 
   // Press jump key
-  if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
+  if(controller->pressed(Controller::JUMP) && (can_jump)) {
     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);
-        backflip_timer.start(0.15);
-      }
+      // when running, only jump a little bit; else do a backflip
+      if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip();
+    } else {
+      // jump a bit higher if we are running; else do a normal jump
+      if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
     }
-    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;
-    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) {
+  } 
+  // Let go of jump key
+  else if(!controller->hold(Controller::JUMP)) { 
+    if (!backflipping && jumping && physic.get_velocity_y() < 0) {
       jumping = false;
       physic.set_velocity_y(0);
     }
@@ -399,54 +538,13 @@ Player::handle_vertical_input()
 
   /* 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)
+  if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && 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()) {
-    // 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));
-    
-    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)) {
-      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++) {
-      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      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);
-        }
-      }
-    }
-  }
-#endif
-
+  if(butt_jump && !controller->hold(Controller::DOWN)) butt_jump = false;
   /** jumping is only allowed if we're about to touch ground soon and if the
    * button has been up in between the last jump
    */
@@ -469,20 +567,37 @@ Player::handle_vertical_input()
 void
 Player::handle_input()
 {
-  /* Handle horizontal movement: */
-  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);
+  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();
+  
   /* Jump/jumping? */
   if (on_ground() && !controller->hold(Controller::JUMP))
     can_jump = true;
+
+  /* Handle vertical movement: */
   handle_vertical_input();
 
   /* Shoot! */
@@ -494,42 +609,103 @@ Player::handle_input()
       shooting_timer.start(SHOOTING_TIME);
   }
   
-  /* 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))
-    {
-      duck = false;
-    } else {
-      // undo the ducking changes
-      bbox.move(Vector(0, 32));
-      bbox.set_height(31.8); 
-    }
+  /* Duck or Standup! */
+  if (controller->hold(Controller::DOWN)) do_duck(); else do_standup();
+
+}
+
+void
+Player::handle_input_ghost()
+{
+  float vx = 0;
+  float vy = 0;
+  if (controller->hold(Controller::LEFT)) { 
+    dir = LEFT; 
+    vx -= MAX_RUN_XM * 2; 
+  }
+  if (controller->hold(Controller::RIGHT)) { 
+    dir = RIGHT; 
+    vx += MAX_RUN_XM * 2; 
+  }
+  if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
+    vy -= MAX_RUN_XM * 2;
+  }
+  if (controller->hold(Controller::DOWN)) {
+    vy += MAX_RUN_XM * 2;
   }
+  if (controller->hold(Controller::ACTION)) {
+    set_ghost_mode(false);
+  }
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(0, 0);
 }
 
 void
-Player::set_bonus(BonusType type, bool animate)
+Player::add_coins(int count)
 {
-  if(player_status->bonus >= type)
+  player_status->add_coins(count);
+}
+
+void
+Player::add_bonus(const std::string& bonustype)
+{
+  if(bonustype == "grow") {
+    add_bonus(GROWUP_BONUS);
+  } else if(bonustype == "fireflower") {
+    add_bonus(FIRE_BONUS);
+  } else if(bonustype == "iceflower") {
+    add_bonus(ICE_BONUS);
+  } else if(bonustype == "none") {
+    add_bonus(NO_BONUS);
+  } else {
+    std::ostringstream msg;
+    msg << "Unknown bonus type "  << bonustype;
+    throw std::runtime_error(msg.str());
+  }
+}
+
+void
+Player::add_bonus(BonusType type, bool animate)
+{
+  // always ignore NO_BONUS
+  if (type == NO_BONUS) {
     return;
-  
+  }
+
+  // ignore GROWUP_BONUS if we're already big
+  if (type == GROWUP_BONUS) {
+    if (player_status->bonus == GROWUP_BONUS) return; 
+    if (player_status->bonus == FIRE_BONUS) return;
+    if (player_status->bonus == ICE_BONUS) return;
+  }
+
+  set_bonus(type, animate);
+}
+
+void
+Player::set_bonus(BonusType type, bool animate)
+{
   if(player_status->bonus == NO_BONUS) {
-    adjust_height = 63.8;
+    if (!adjust_height(62.8)) return;
     if(animate)
       growing_timer.start(GROWING_TIME);
   }
-  
+
+  if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+    if ((player_status->bonus == FIRE_BONUS) && (animate)) {
+      // visually lose helmet
+      Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+      Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+      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));
+    }
+    player_status->max_fire_bullets = 0;
+    player_status->max_ice_bullets = 0;
+  }
+  if (type == FIRE_BONUS) player_status->max_fire_bullets++;
+  if (type == ICE_BONUS) player_status->max_ice_bullets++;
+
   player_status->bonus = type;
 }
 
@@ -568,10 +744,17 @@ Player::draw(DrawingContext& context)
   else
     tux_body = small_tux;
 
-  int layer = LAYER_OBJECTS + 10;
+  int layer = LAYER_OBJECTS + 1;
 
   /* Set Tux sprite action */
-  if (duck && is_big())
+  if (backflipping)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("backflip-left");
+    else // dir == RIGHT
+      tux_body->set_action("backflip-right");
+    }
+  else if (duck && is_big())
     {
     if(dir == LEFT)
       tux_body->set_action("duck-left");
@@ -658,14 +841,15 @@ Player::draw(DrawingContext& context)
 
   /* Draw Tux */
   if(dying) {
-    smalltux_gameover->draw(context, get_pos(), layer);
-  } else if(growing_timer.get_timeleft() > 0) {
+    smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
+  } 
+  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)
@@ -690,7 +874,7 @@ void
 Player::collision_tile(uint32_t tile_attributes)
 {
   if(tile_attributes & Tile::HURTS)
-    kill(SHRINK);
+    kill(false);
 }
 
 HitResponse
@@ -703,9 +887,12 @@ 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;
     }
   }
@@ -720,7 +907,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     */
     
     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;
@@ -740,16 +927,16 @@ Player::collision(GameObject& other, const CollisionHit& hit)
       Platform* platform = dynamic_cast<Platform*> (&other);
       if(platform != NULL) {
         if(platform->get_speed().y > 0)
-          physic.set_velocity_y(-platform->get_speed().y);
+          physic.set_velocity_y(platform->get_speed().y);
         //physic.set_velocity_x(platform->get_speed().x);
       }
     } else if(hit.normal.y > 0) { // bumped against the roof
-      physic.set_velocity_y(.1);
+      physic.set_velocity_y(-.1);
 
       // hack platform so that we are not glued to it from below
       Platform* platform = dynamic_cast<Platform*> (&other);
       if(platform != NULL) {
-        physic.set_velocity_y(-platform->get_speed().y);
+        physic.set_velocity_y(platform->get_speed().y);
       }      
     }
     
@@ -790,7 +977,7 @@ 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;
@@ -809,62 +996,64 @@ Player::make_invincible()
 
 /* Kill Player! */
 void
-Player::kill(HurtMode mode)
+Player::kill(bool completely)
 {
   if(dying || deactivated)
     return;
 
-  if(mode != KILL && 
-          (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");
 
   physic.set_velocity_x(0);
 
-  if (mode == SHRINK && is_big())
-    {
-      if (player_status->bonus == FIRE_BONUS
-          || player_status->bonus == ICE_BONUS)
-        {
-          safe_timer.start(TUX_SAFE_TIME);
-          player_status->bonus = GROWUP_BONUS;
-        }
-      else 
-        {
-          //growing_timer.start(GROWING_TIME);
-          safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
-          adjust_height = 31.8;
-          duck = false;
-          player_status->bonus = NO_BONUS;
-        }
+  if(!completely && is_big()) {
+    if(player_status->bonus == FIRE_BONUS
+        || player_status->bonus == ICE_BONUS) {
+      safe_timer.start(TUX_SAFE_TIME);
+      set_bonus(GROWUP_BONUS, true);
+    } else {
+      //growing_timer.start(GROWING_TIME);
+      safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+      adjust_height(30.8);
+      duck = false;
+      set_bonus(NO_BONUS, true);
     }
-  else
+  } else {
+    for (int i = 0; (i < 5) && (i < player_status->coins); i++)
     {
-      physic.enable_gravity(true);
-      physic.set_acceleration(0, 0);
-      physic.set_velocity(0, 700);
-      player_status->coins -= 25;
-      player_status->bonus = NO_BONUS;
-      dying = true;
-      dying_timer.start(3.0);
-      set_group(COLGROUP_DISABLED);
-
-      DisplayEffect* effect = new DisplayEffect();
-      effect->fade_out(3.0);
-      Sector::current()->add_object(effect);
-      sound_manager->stop_music(3.0);
+      // 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)));
     }
+    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);
+    set_group(COLGROUP_DISABLED);
+
+    DisplayEffect* effect = new DisplayEffect();
+    effect->fade_out(3.0);
+    Sector::current()->add_object(effect);
+    sound_manager->stop_music(3.0);
+  }
 }
 
 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;
 
@@ -875,28 +1064,27 @@ void
 Player::check_bounds(Camera* camera)
 {
   /* Keep tux in bounds: */
-  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));
-    }
+  if (get_pos().x < 0) {
+    // Lock Tux to the size of the level, so that he doesn't fall of
+    // on the left side
+    set_pos(Vector(0, get_pos().y));
+  }
 
   /* Keep in-bounds, vertically: */
-  if (get_pos().y > Sector::current()->solids->get_height() * 32)
-    {
-      kill(KILL);
-      return;
-    }
+  if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+    kill(true);
+    return;
+  }
 
   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;
@@ -921,12 +1109,21 @@ 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))
-    physic.set_velocity_y(520);
+    physic.set_velocity_y(-520);
   else
-    physic.set_velocity_y(300);
+    physic.set_velocity_y(-300);
 }
 
 //Scripting Functions Below
@@ -934,14 +1131,18 @@ Player::bounce(BadGuy& )
 void
 Player::deactivate()
 {
+  if (deactivated) return;
   deactivated = true;
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
+  physic.set_acceleration_x(0);
+  physic.set_acceleration_y(0);
 }
 
 void
 Player::activate()
 {
+  if (!deactivated) return;
   deactivated = false;
 }
 
@@ -949,3 +1150,21 @@ 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;
+  }
+}
+