Just added a missing header.
[supertux.git] / src / player.cpp
index e522782..625805b 100644 (file)
@@ -203,7 +203,7 @@ Player::action(double frame_ratio)
       if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
          && collision_object_map(base))
         {
-          base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
+          base.x += frame_ratio * WALK_SPEED * (dir ? 1: -1);
           previous_base = old_base = base;
         }
 
@@ -392,15 +392,20 @@ Player::handle_vertical_input()
   // Press jump key
   if(input.up == DOWN && can_jump && on_ground())
     {
-      // jump higher if we are running
-      if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
-        physic.set_velocity_y(5.8);
-      else
-        physic.set_velocity_y(5.2);
+      if(duck) { // only jump a little bit when in duck mode {
+        physic.set_velocity_y(3);
+      } else {
+        // jump higher if we are running
+        if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
+          physic.set_velocity_y(5.8);
+        else
+          physic.set_velocity_y(5.2);
+      }
 
       --base.y;
       jumping = true;
       can_jump = false;
+      butt_jump = true;  // player started jumping, enable butt jump
       if (size == SMALL)
         play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
       else
@@ -411,13 +416,15 @@ Player::handle_vertical_input()
     {
       jumping = false;
       physic.set_velocity_y(0);
+      butt_jump = false;  // jump was not full, disable butt jump
     }
 
-  if (input.down == DOWN && !on_ground() && !duck)
-    butt_jump = true;
-  else if (input.down == UP)
-    butt_jump = false;
-  if (input.down == DOWN && butt_jump && on_ground())
+   /* Do butt jump, in case the player has done the combination
+        (full jump and hold DOWN) */
+  if (input.down == UP && physic.get_velocity_y() == World::current()->get_level()->gravity && butt_jump)
+    butt_jump = false;  // in case DOWN is not hold after the full jump, disable it
+  
+  if (input.down == DOWN && butt_jump && on_ground() && size == BIG)
   {
     if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
       || World::current()->trybreakbrick(
@@ -425,7 +432,7 @@ Player::handle_vertical_input()
         // make tux jumping a little bit again after breaking the bricks
         physic.set_velocity_y(2);
     }
-    butt_jump = false;
+//    butt_jump = false;
   }
 
   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
@@ -439,6 +446,9 @@ Player::handle_vertical_input()
       can_jump = true;
     }
 
+  if(on_ground())   /* Make sure jumping is off. */
+    jumping = false;
+
   input.old_up = input.up;
 }
 
@@ -457,7 +467,8 @@ Player::handle_input()
   /* Shoot! */
   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
     {
-      World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
+      holding_something = true;
+      World::current()->add_bullet(base.x, base.y + (base.height/2), physic.get_velocity_x(), dir);
       input.old_fire = DOWN;
     }
 
@@ -492,13 +503,21 @@ Player::handle_input()
       // changing base size confuses collision otherwise
       old_base = previous_base = base;
     }
-  else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0 && on_ground())
+  else if(input.down == UP && size == BIG && duck)
     {
-      duck = false;
+      // try if we can really unduck
       base.y -= 32;
       base.height = 64;
-      // changing base size confuses collision otherwise
-      old_base = previous_base = base;                        
+      // when unducking in air we need some space to do so
+      if(on_ground() || !collision_object_map(base)) {
+        duck = false;
+        // changing base size confuses collision otherwise
+        old_base = previous_base = base;                                
+      } else {
+        // undo the ducking changes
+        base.y += 32;
+        base.height = 32;
+      }   
     }
 }
 
@@ -787,7 +806,7 @@ Player::is_dying()
 
 bool Player::is_dead()
 {
-  if(base.y > screen->h + scroll_y ||
+  if(base.y > screen->h + scroll_y || base.y > World::current()->get_level()->height*32 ||
       base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL)  // can happen in auto-scrolling
     return true;
   else