Implemented mirroring in Sprite, so that now it's possible to adjust left offsets.
[supertux.git] / src / player.cpp
index df8571b..86bb7d2 100644 (file)
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
-#include <math.h>
+#include <cmath>
 #include <iostream>
 #include <cassert>
+
 #include "gameloop.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "player.h"
 #include "defines.h"
 #include "scene.h"
 #include "tile.h"
-#include "sprite.h"
+#include "special/sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
 #include "gameobjs.h"
-#include "screen/screen.h"
+#include "resources.h"
+#include "interactive_object.h"
+#include "video/screen.h"
 
 // behavior definitions:
 #define TILES_FOR_BUTTJUMP 3
 // others stuff:
 #define AUTOSCROLL_DEAD_INTERVAL 300
 
+// time before idle animation starts
+#define IDLE_TIME 2500
+
+// growing animation
+Surface* growingtux_left[GROWING_FRAMES];
+Surface* growingtux_right[GROWING_FRAMES];
+
 Surface* tux_life;
 
 Sprite* smalltux_gameover;
 Sprite* smalltux_star;
-Sprite* largetux_star;
-Sprite* growingtux_left;
-Sprite* growingtux_right;
+Sprite* bigtux_star;
 
-PlayerSprite smalltux;
-PlayerSprite largetux;
-PlayerSprite icetux;
-PlayerSprite firetux;
+TuxBodyParts* small_tux;
+TuxBodyParts* big_tux;
+TuxBodyParts* fire_tux;
+TuxBodyParts* ice_tux;
 
 PlayerKeymap keymap;
 
 PlayerKeymap::PlayerKeymap()
 {
-  keymap.jump  = SDLK_UP;
+  keymap.jump  = SDLK_SPACE;
+  keymap.activate = SDLK_UP;
   keymap.duck  = SDLK_DOWN;
   keymap.left  = SDLK_LEFT;
   keymap.right = SDLK_RIGHT;
@@ -70,6 +82,47 @@ void player_input_init(player_input_type* pplayer_input)
   pplayer_input->right = UP;
   pplayer_input->up = UP;
   pplayer_input->old_up = UP;
+  pplayer_input->activate = UP;
+}
+
+void
+TuxBodyParts::set_action(std::string 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()
+{
+  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)
+{
+  if(head != NULL)
+    head->draw(context, pos, layer, drawing_effect);
+  if(body != NULL)
+    body->draw(context, pos, layer, drawing_effect);
+  if(arms != NULL)
+    arms->draw(context, pos, layer, drawing_effect);
+  if(feet != NULL)
+    feet->draw(context, pos, layer, drawing_effect);
 }
 
 Player::Player()
@@ -106,10 +159,10 @@ Player::init()
   jumping = false;
   can_jump = true;
   butt_jump = false;
-
+  
   frame_main = 0;
   frame_ = 0;
-  
+
   player_input_init(&input);
 
   invincible_timer.init(true);
@@ -119,6 +172,7 @@ Player::init()
   kick_timer.init(true);
   shooting_timer.init(true);
   growing_timer.init(true);
+  idle_timer.init(true);
 
   physic.reset();
 }
@@ -126,6 +180,8 @@ Player::init()
 int
 Player::key_event(SDLKey key, int state)
 {
+  idle_timer.start(IDLE_TIME);
+
   if(key == keymap.right)
     {
       input.right = state;
@@ -153,6 +209,23 @@ Player::key_event(SDLKey key, int state)
       input.fire = state;
       return true;
     }
+  else if(key == keymap.activate)
+    {
+      input.activate = state;
+
+      if(state == DOWN) {
+        /** check for interactive objects */
+        for(Sector::InteractiveObjects::iterator i 
+            = Sector::current()->interactive_objects.begin();
+            i != Sector::current()->interactive_objects.end(); ++i) {
+          if(rectcollision(base, (*i)->get_area())) {
+            (*i)->interaction(INTERACTION_ACTIVATE);
+          }
+        }
+      }
+      
+      return true;
+    }
   else
     return false;
 }
@@ -174,6 +247,7 @@ Player::level_begin()
   safe_timer.init(true);
   frame_timer.init(true);
   growing_timer.init(true);
+  idle_timer.init(true);
 
   physic.reset();
 }
@@ -198,7 +272,7 @@ Player::action(float elapsed_time)
   if(dying == DYING_NOT)
     handle_input();
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
   if(dying == DYING_NOT) 
     {
@@ -261,26 +335,30 @@ Player::action(float elapsed_time)
           if (isbrick(base.x, base.y) ||
               isfullbox(base.x, base.y))
             {
-              World::current()->trygrabdistro(base.x, base.y - 32, BOUNCE);
-              World::current()->trybumpbadguy(base.x, base.y - 64);
+             Sector::current()->trygrabdistro(
+                  Vector(base.x, base.y - 32), BOUNCE);
+              Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
 
-              World::current()->trybreakbrick(base.x, base.y, size == SMALL);
+              Sector::current()->trybreakbrick(
+                  Vector(base.x, base.y), size == SMALL);
 
               bumpbrick(base.x, base.y);
-              World::current()->tryemptybox(base.x, base.y, RIGHT);
+              Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
             }
 
           if (isbrick(base.x+ 31, base.y) ||
               isfullbox(base.x+ 31, base.y))
             {
-              World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
-              World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
+             Sector::current()->trygrabdistro(
+                  Vector(base.x+ 31, base.y - 32), BOUNCE);
+              Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
 
               if(size == BIG)
-                World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
+                Sector::current()->trybreakbrick(
+                    Vector(base.x+ 31, base.y), size == SMALL);
 
               bumpbrick(base.x+ 31, base.y);
-              World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
+              Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
             }
         }
 
@@ -386,7 +464,7 @@ Player::handle_horizontal_input()
   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
       if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
           skidding_timer.start(SKID_TIME);
-          play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+          SoundManager::get()->play_sound(IDToSound(SND_SKID));
           ax *= 2.5;
       } else {
           ax *= 2;
@@ -453,9 +531,9 @@ Player::handle_vertical_input()
       jumping = true;
       can_jump = false;
       if (size == SMALL)
-        play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
       else
-        play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
     }
   // Let go of jump key
   else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
@@ -466,7 +544,7 @@ Player::handle_vertical_input()
 
    /* In case the player has pressed Down while in a certain range of air,
       enable butt jump action */
-  if (input.down == DOWN && !butt_jump)
+  if (input.down == DOWN && !butt_jump && !duck)
     if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
       butt_jump = true;
 
@@ -477,19 +555,26 @@ Player::handle_vertical_input()
   // Do butt jump
   if (butt_jump && on_ground() && size == BIG)
   {
+    // Add a smoke cloud
+    if (duck) 
+      Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
+    else 
+      Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
+    
     butt_jump = false;
 
     // Break bricks beneath Tux
-    if(World::current()->trybreakbrick(base.x + 1, base.y + base.height, false)
-        || World::current()->trybreakbrick(
-           base.x + base.width - 1, base.y + base.height, false))
+    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 = World::current()->gameobjects;
+    std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
     for (std::vector<GameObject*>::iterator i = gameobjects.begin();
          i != gameobjects.end();
          i++)
@@ -497,8 +582,9 @@ Player::handle_vertical_input()
       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
       if(badguy)
       {
-        if (fabsf(base.x - badguy->base.x) < 300 &&
-            fabsf(base.y - badguy->base.y) < 300 &&
+        
+       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);
@@ -538,7 +624,7 @@ Player::handle_input()
   /* Shoot! */
   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
     {
-      if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+      if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
           physic.get_velocity_x(), dir))
         shooting_timer.start(SHOOTING_TIME);
       input.old_fire = DOWN;
@@ -604,7 +690,7 @@ Player::grow(bool animate)
   base.y -= 32;
 
   if(animate)
-    growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
+    growing_timer.start(GROWING_TIME);
 
   old_base = previous_base = base;
 }
@@ -615,16 +701,19 @@ Player::grabdistros()
   /* Grab distros: */
   if (!dying)
     {
-      World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
-      World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
-
-      World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
-      World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+      Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+      Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
+      Sector::current()->trygrabdistro(
+          Vector(base.x, base.y + base.height), NO_BOUNCE);
+      Sector::current()->trygrabdistro(
+          Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
 
       if(size == BIG)
         {
-          World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
-          World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
+         Sector::current()->trygrabdistro(
+              Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
+          Sector::current()->trygrabdistro(
+              Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
         }
 
     }
@@ -636,115 +725,162 @@ Player::grabdistros()
       if(player_status.lives < MAX_LIVES)
         ++player_status.lives;
       /*We want to hear the sound even, if MAX_LIVES is reached*/
-      play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
+      SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
     }
 }
 
 void
 Player::draw(DrawingContext& context)
 {
-  PlayerSprite* sprite;
+  TuxBodyParts* tux_body;
           
   if (size == SMALL)
-    sprite = &smalltux;
+    tux_body = small_tux;
   else if (got_power == FIRE_POWER)
-    sprite = &firetux;
+    tux_body = fire_tux;
   else if (got_power == ICE_POWER)
-    sprite = &icetux;
+    tux_body = ice_tux;
   else
-    sprite = &largetux;
+    tux_body = big_tux;
 
   int layer = LAYER_OBJECTS - 1;
   Vector pos = Vector(base.x, base.y);
 
-  if (!safe_timer.started() || (global_frame_counter % 2) == 0)
+  /* Set Tux sprite action */
+  if (duck && size != SMALL)
     {
-      if (dying == DYING_SQUISHED)
-        {
-          smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
-        }
-      else
-        {
-          if(growing_timer.check())
-            {
-              if (dir == RIGHT)
-                growingtux_right->draw(context, pos, layer);
-              else 
-                growingtux_left->draw(context, pos, layer);
-            }
-          else if (duck && size != SMALL)
-            {
-              if (dir == RIGHT)
-                sprite->duck_right->draw(context, pos, layer);
-              else 
-                sprite->duck_left->draw(context, pos, layer);
-            }
-          else if (skidding_timer.started())
-            {
-              if (dir == RIGHT)
-                sprite->skid_right->draw(context, pos, layer);
-              else
-                sprite->skid_left->draw(context, pos, layer);
-            }
-          else if (kick_timer.started())
-            {
-              if (dir == RIGHT)
-                sprite->kick_right->draw(context, pos, layer);
-              else
-                sprite->kick_left->draw(context, pos, layer);
-            }
-          else if (physic.get_velocity_y() != 0)
-            {
-              if (dir == RIGHT)
-                sprite->jump_right->draw(context, pos, layer);
-              else
-                sprite->jump_left->draw(context, pos, layer);
-            }
-          else
-            {
-              if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
-                {
-                  if (dir == RIGHT)
-                    sprite->stand_right->draw(context, pos, layer);
-                  else
-                    sprite->stand_left->draw(context, pos, layer);
-                }
-              else // moving
-                {
-                  if (dir == RIGHT)
-                    sprite->walk_right->draw(context, pos, layer);
-                  else
-                    sprite->walk_left->draw(context, pos, layer);
-                }
-            }
-        }
-    }     
+    if(dir == LEFT)
+      tux_body->set_action("duck-left");
+    else // dir == RIGHT
+      tux_body->set_action("duck-right");
+    }
+  else if (skidding_timer.started())
+    {
+    if(dir == LEFT)
+      tux_body->set_action("skid-left");
+    else // dir == RIGHT
+      tux_body->set_action("skid-right");
+    }
+  else if (kick_timer.started())
+    {
+    if(dir == LEFT)
+      tux_body->set_action("kick-left");
+    else // dir == RIGHT
+      tux_body->set_action("kick-right");
+    }
+  else if (butt_jump)
+    {
+    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)
+    {
+    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
+      {
+      if(dir == LEFT)
+        tux_body->set_action("stand-left");
+      else // dir == RIGHT
+        tux_body->set_action("stand-right");
+      }
+    else // moving
+      {
+      if(dir == LEFT)
+        tux_body->set_action("walk-left");
+      else // dir == RIGHT
+        tux_body->set_action("walk-right");
+      }
+    }
 
-  // Draw arm overlay graphics when Tux is holding something
-  if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
-  {
-    if (dir == RIGHT)
-      sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1);
+  if(idle_timer.get_left() < 0)
+    {
+    if(size == BIG)
+      {
+      if(dir == LEFT)
+        tux_body->head->set_action("idle-left");
+      else // dir == RIGHT
+        tux_body->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())
+    {
+    if (duck)
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("duck+grab");
+      else // dir == RIGHT
+        tux_body->set_action("duck-right");
+      }
     else
-      sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
-  }
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("grab");
+      else // dir == RIGHT
+        tux_body->set_action("duck-right");
+      }
+    }
+
+  /* Draw Tux */
+  if (dying == DYING_SQUISHED)
+    {
+    smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
+    }
+  else if(growing_timer.check())
+    {
+    if(size == SMALL)
+      {
+      if (dir == RIGHT)
+        context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
+                 ((growing_timer.get_gone() *
+                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+      else
+        context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
+                ((growing_timer.get_gone() *
+                GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+      }
+    else
+      {
+      if (dir == RIGHT)
+        context.draw_surface(growingtux_right[(growing_timer.get_gone() *
+                GROWING_FRAMES) / GROWING_TIME], pos, layer);
+      else
+        context.draw_surface(growingtux_left[(growing_timer.get_gone() *
+                             GROWING_FRAMES) / GROWING_TIME], pos, layer);
+      }
+    }
+  else if (safe_timer.started() && global_frame_counter%2)
+    ;  // don't draw Tux
+  else
+    tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
 
   // 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))
   {
     if (size == SMALL || duck)
       smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
     else
-      largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
+      bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
   }
  
-#if 0 // TODO
   if (debug_mode)
-    fillrect(base.x - viewport.get_translation().x,
-        base.y - viewport.get_translation().y, 
-             base.width, base.height, 75,75,75, 150);
-#endif
+    context.draw_filled_rect(Vector(base.x, base.y),
+        Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
 }
 
 void
@@ -877,7 +1013,7 @@ Player::kill(HurtMode mode)
   if(dying)
     return;
   
-  play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
+  SoundManager::get()->play_sound(IDToSound(SND_HURT));
 
   physic.set_velocity_x(0);
 
@@ -885,15 +1021,17 @@ Player::kill(HurtMode mode)
     {
       if (got_power != NONE_POWER)
         {
+          safe_timer.start(TUX_SAFE_TIME);
           got_power = NONE_POWER;
         }
       else
         {
+          growing_timer.start(GROWING_TIME);
+          safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
           size = SMALL;
           base.height = 32;
           duck = false;
         }
-      safe_timer.start(TUX_SAFE_TIME);
     }
   else
     {
@@ -924,7 +1062,7 @@ Player::move(const Vector& vector)
 }
 
 void
-Player::check_bounds(DrawingContext& viewport)
+Player::check_bounds(Camera* camera)
 {
   /* Keep tux in bounds: */
   if (base.x < 0)
@@ -934,7 +1072,7 @@ Player::check_bounds(DrawingContext& viewport)
     }
 
   /* Keep in-bounds, vertically: */
-  if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
+  if (base.y > Sector::current()->solids->get_height() * 32)
     {
       kill(KILL);
       return;
@@ -942,12 +1080,12 @@ Player::check_bounds(DrawingContext& viewport)
 
   bool adjust = false;
   // can happen if back scrolling is disabled
-  if(base.x < viewport.get_translation().x) {
-    base.x = viewport.get_translation().x;
+  if(base.x < camera->get_translation().x) {
+    base.x = camera->get_translation().x;
     adjust = true;
   }
-  if(base.x >= viewport.get_translation().x + screen->w - base.width) {
-    base.x = viewport.get_translation().x + screen->w - base.width;
+  if(base.x >= camera->get_translation().x + screen->w - base.width) {
+    base.x = camera->get_translation().x + screen->w - base.width;
     adjust = true;
   }
 
@@ -960,5 +1098,18 @@ Player::check_bounds(DrawingContext& viewport)
   }
 }
 
-// EOF //
+void
+Player::bounce(BadGuy* badguy)
+{
+  if (input.up)
+    physic.set_velocity_y(5.2);
+  else
+    physic.set_velocity_y(2);
+
+  // Move the player a little bit above the badguy to avoid collision
+  // between badguy and player directly after the bounce has happend
+  base.y = badguy->base.y - base.height - 2;
+}
+
+/* EOF */