Splited out level stuff from SpecialTile to a Level struct (similar to old one).
[supertux.git] / src / player.cpp
index 05643ec..666616b 100644 (file)
@@ -21,8 +21,8 @@
 #include <iostream>
 #include <cassert>
 
-#include "gameloop.h"
 #include "app/globals.h"
+#include "app/gettext.h"
 #include "player.h"
 #include "defines.h"
 #include "scene.h"
@@ -35,6 +35,8 @@
 #include "resources.h"
 #include "interactive_object.h"
 #include "video/screen.h"
+#include "statistics.h"
+#include "gameloop.h"
 
 // behavior definitions:
 #define TILES_FOR_BUTTJUMP 3
@@ -88,29 +90,41 @@ void player_input_init(player_input_type* pplayer_input)
 void
 TuxBodyParts::set_action(std::string action)
 {
-  head->set_action(action);
-  body->set_action(action);
-  arms->set_action(action);
-  feet->set_action(action);
+  if(head != NULL)
+    head->set_action(action);
+  if(body != NULL)
+    body->set_action(action);
+  if(arms != NULL)
+    arms->set_action(action);
+  if(feet != NULL)
+    feet->set_action(action);
 }
 
 void
 TuxBodyParts::one_time_animation()
 {
-  head->start_animation(1);
-  body->start_animation(1);
-  arms->start_animation(1);
-  feet->start_animation(1);
+  if(head != NULL)
+    head->start_animation(1);
+  if(body != NULL)
+    body->start_animation(1);
+  if(arms != NULL)
+    arms->start_animation(1);
+  if(feet != NULL)
+    feet->start_animation(1);
 }
 
 void
 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
                   Uint32 drawing_effect)
 {
-  head->draw(context, pos, layer, drawing_effect);
-  body->draw(context, pos, layer, drawing_effect);
-  arms->draw(context, pos, layer, drawing_effect);
-  feet->draw(context, pos, layer, drawing_effect);
+  if(head != NULL)
+    head->draw(context, pos, layer-1, drawing_effect);
+  if(body != NULL)
+    body->draw(context, pos, layer-3, drawing_effect);
+  if(arms != NULL)
+    arms->draw(context, pos, layer,   drawing_effect);
+  if(feet != NULL)
+    feet->draw(context, pos, layer-2, drawing_effect);
 }
 
 Player::Player()
@@ -145,7 +159,11 @@ 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;
   
   frame_main = 0;
@@ -161,6 +179,7 @@ Player::init()
   shooting_timer.init(true);
   growing_timer.init(true);
   idle_timer.init(true);
+  flapping_timer.init(true);
 
   physic.reset();
 }
@@ -301,6 +320,7 @@ Player::action(float elapsed_time)
               physic.set_velocity_y(0);
               jumped_in_solid = true;
               jumping = false;
+              flapping = false;
             }
         }
       else
@@ -315,7 +335,15 @@ Player::action(float elapsed_time)
           physic.enable_gravity(false);
           /* Reset score multiplier (for multi-hits): */
           if (!invincible_timer.started())
+            {
+            /*if(player_status.score_multiplier > 2)
+              {  // show a message
+              char str[124];
+              sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
+              Sector::current()->add_floating_text(base, str);
+              }*/
             player_status.score_multiplier = 1;
+            }
         }
 
       if(jumped_in_solid)
@@ -360,6 +388,7 @@ Player::action(float elapsed_time)
             {
               /* Make sure jumping is off. */
               jumping = false;
+              flapping = false;
             }
         }
     }
@@ -491,6 +520,7 @@ Player::handle_horizontal_input()
 void
 Player::handle_vertical_input()
 {
+  
   // set fall mode...
   if(on_ground()) {
     fall_mode = ON_GROUND;
@@ -517,19 +547,70 @@ Player::handle_vertical_input()
 
       --base.y;
       jumping = true;
+      flapping = false;
       can_jump = false;
+      can_flap = false;
       if (size == SMALL)
         SoundManager::get()->play_sound(IDToSound(SND_JUMP));
       else
         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
     }
   // Let go of jump key
-  else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
+  else if(input.up == UP)
     {
-      jumping = false;
-      physic.set_velocity_y(0);
+      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);
+         }
     }
 
+   // Flapping
+   if (input.up == DOWN && can_flap)
+     {
+         if (!flapping_timer.started())
+            {
+               flapping_timer.start(TUX_FLAPPING_TIME);
+            }
+         if (!flapping_timer.check()) 
+            {
+               can_flap = false;
+               falling_from_flap = true;
+            }
+         //if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
+         //else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
+         jumping = true;
+         flapping = true;
+         if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
+                && physic.get_velocity_y() < 0)
+            {
+               float gravity = Sector::current()->gravity;
+               float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
+
+               //physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+
+               // XXX: magic numbers. should be a percent of gravity
+               //      gravity is (by default) -0.1f
+               physic.set_acceleration_y(.05 + .06f*xr);
+            }
+     }
+    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.up == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+      {
+         physic.set_velocity_y(-1);
+      }
+
    /* 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)
@@ -570,12 +651,16 @@ Player::handle_vertical_input()
       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
       if(badguy)
       {
-        
-       if (fabsf(base.x - badguy->base.x) < 150 &&
-            fabsf(base.y - badguy->base.y) < 60 &&
-            (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
-              issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
-          badguy->kill_me(25);
+        // 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) < 150 &&
+              fabsf(base.y - badguy->base.y) < 60 &&
+              (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
+               issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
+              badguy->kill_me(25);
+          }
       }
     }
   }
@@ -592,7 +677,14 @@ Player::handle_vertical_input()
     }
 
   if(on_ground())   /* Make sure jumping is off. */
-    jumping = false;
+    {
+      jumping = false;
+      flapping = false;
+      falling_from_flap = false;
+      if (flapping_timer.started()) {flapping_timer.stop();}
+
+      physic.set_acceleration_y(0); //for flapping
+    }
 
   input.old_up = input.up;
 }
@@ -735,41 +827,92 @@ Player::draw(DrawingContext& context)
   Vector pos = Vector(base.x, base.y);
 
   /* Set Tux sprite action */
-  if (duck && size != SMALL)
-    tux_body->set_action("duck");
+  if (duck && size == BIG)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("duck-left");
+    else // dir == RIGHT
+      tux_body->set_action("duck-right");
+    }
   else if (skidding_timer.started())
-    tux_body->set_action("skid");
+    {
+    if(dir == LEFT)
+      tux_body->set_action("skid-left");
+    else // dir == RIGHT
+      tux_body->set_action("skid-right");
+    }
   else if (kick_timer.started())
-    tux_body->set_action("kick");
+    {
+    if(dir == LEFT)
+      tux_body->set_action("kick-left");
+    else // dir == RIGHT
+      tux_body->set_action("kick-right");
+    }
   else if (butt_jump)
-    tux_body->set_action("buttjump");
+    {
+    if(dir == LEFT)
+      tux_body->set_action("buttjump-left");
+    else // dir == RIGHT
+      tux_body->set_action("buttjump-right");
+    }
   else if (physic.get_velocity_y() != 0)
-    tux_body->set_action("jump");
+    {
+    if(dir == LEFT)
+      tux_body->set_action("jump-left");
+    else // dir == RIGHT
+      tux_body->set_action("jump-right");
+    }
   else
     {
     if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
       {
-      tux_body->set_action("stand");
+      if(dir == LEFT)
+        tux_body->set_action("stand-left");
+      else // dir == RIGHT
+        tux_body->set_action("stand-right");
       }
     else // moving
       {
-      tux_body->set_action("walk");
+      if(dir == LEFT)
+        tux_body->set_action("walk-left");
+      else // dir == RIGHT
+        tux_body->set_action("walk-right");
       }
     }
 
   if(idle_timer.get_left() < 0)
     {
-    tux_body->head->set_action("idle");
-    tux_body->head->start_animation(1);
+    if(size == BIG)
+      {
+      if(dir == LEFT)
+        tux_body->head->set_action("idle-left");
+      else // dir == RIGHT
+        tux_body->head->set_action("idle-right");
+
+      tux_body->head->start_animation(1);
+      }
 
     idle_timer.start(IDLE_TIME);
     }
 
   // Tux is holding something
   if ((holding_something && physic.get_velocity_y() == 0) ||
-      shooting_timer.check() && !duck)
+      shooting_timer.check())
     {
-    tux_body->arms->set_action("grab");
+    if (duck)
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("duck+grab-left");
+      else // dir == RIGHT
+        tux_body->arms->set_action("duck+grab-right");
+      }
+    else
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("grab-left");
+      else // dir == RIGHT
+        tux_body->arms->set_action("grab-right");
+      }
     }
 
   /* Draw Tux */
@@ -807,7 +950,8 @@ Player::draw(DrawingContext& context)
 
   // Draw blinking star overlay
   if (invincible_timer.started() &&
-     (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
+     (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
+     && !dying)
   {
     if (size == SMALL || duck)
       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
@@ -1038,6 +1182,29 @@ Player::check_bounds(Camera* camera)
 void
 Player::bounce(BadGuy* badguy)
 {
+  //Make sure we stopped flapping
+  flapping = false;
+  falling_from_flap = false;
+  
+  if(player_status.score_multiplier >= 5)
+    {  // show a message
+    char str[124];
+//      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
+      if (player_status.score_multiplier == 5)
+        sprintf(str, _("Good! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 6)
+        sprintf(str, _("Great! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 7)
+        sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 8)
+        sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 9)
+        sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
+      else
+        sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
+    Sector::current()->add_floating_text(base, str);
+    }
+
   if (input.up)
     physic.set_velocity_y(5.2);
   else