- added standard copyright header to every file
[supertux.git] / src / player.cpp
index 18b2b1c..b3e1831 100644 (file)
@@ -1,14 +1,22 @@
+//  $Id$
 //
-// C Implementation: player/tux
+//  SuperTux -  A Jump'n Run
+//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
 //
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
 //
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
 //
+//  You should have received a copy of the GNU General Public License
+//  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 "gameloop.h"
 #include "defines.h"
 #include "scene.h"
 #include "tile.h"
+#include "sprite.h"
 #include "screen.h"
 
-texture_type tux_life;
-std::vector<texture_type> tux_right;
-std::vector<texture_type> tux_left;
-texture_type smalltux_jump_left;
-texture_type smalltux_jump_right;
-texture_type smalltux_stand_left;
-texture_type smalltux_stand_right;
-
-texture_type bigtux_right[3];
-texture_type bigtux_left[3];
-texture_type bigtux_right_jump;
-texture_type bigtux_left_jump;
-texture_type ducktux_right;
-texture_type ducktux_left;
-texture_type skidtux_right;
-texture_type skidtux_left;
-texture_type firetux_right[3];
-texture_type firetux_left[3];
-texture_type bigfiretux_right[3];
-texture_type bigfiretux_left[3];
-texture_type bigfiretux_right_jump;
-texture_type bigfiretux_left_jump;
-texture_type duckfiretux_right;
-texture_type duckfiretux_left;
-texture_type skidfiretux_right;
-texture_type skidfiretux_left;
-texture_type cape_right[2];
-texture_type cape_left[2];
-texture_type bigcape_right[2];
-texture_type bigcape_left[2];
+Surface* tux_life;
+std::vector<Surface*> tux_right;
+std::vector<Surface*> tux_left;
+Surface* smalltux_jump_left;
+Surface* smalltux_jump_right;
+Surface* smalltux_stand_left;
+Surface* smalltux_stand_right;
+
+Sprite* bigtux_right;
+Sprite* bigtux_left;
+Sprite* bigtux_right_jump;
+Sprite* bigtux_left_jump;
+Sprite* ducktux_right;
+Sprite* ducktux_left;
+Surface* skidtux_right;
+Surface* skidtux_left;
+Surface* firetux_right[3];
+Surface* firetux_left[3];
+Surface* bigfiretux_right[3];
+Surface* bigfiretux_left[3];
+Surface* bigfiretux_right_jump;
+Surface* bigfiretux_left_jump;
+Surface* duckfiretux_right;
+Surface* duckfiretux_left;
+Surface* skidfiretux_right;
+Surface* skidfiretux_left;
+Surface* cape_right[2];
+Surface* cape_left[2];
+Surface* bigcape_right[2];
+Surface* bigcape_left[2];
 
 void player_input_init(player_input_type* pplayer_input)
 {
@@ -63,18 +72,19 @@ void player_input_init(player_input_type* pplayer_input)
 void
 Player::init()
 {
+  Level* plevel = World::current()->get_level();
+
   base.width = 32;
   base.height = 32;
 
   size = SMALL;
   got_coffee = false;
 
-  // FIXME: Make the start position configurable via the levelfile
-  base.x = 100;
-  base.y = 240;
+  base.x = plevel->start_pos_x;
+  base.y = plevel->start_pos_y;
   base.xm = 0;
   base.ym = 0;
-  old_base = base;
+  previous_base = old_base = base;
   dir = RIGHT;
   duck = false;
 
@@ -83,10 +93,7 @@ Player::init()
 
   frame_main = 0;
   frame_ = 0;
-  lives = 3;
-  score = 0;
-  distros = 0;
-
+  
   player_input_init(&input);
 
   keymap.jump  = SDLK_UP;
@@ -95,10 +102,11 @@ Player::init()
   keymap.right = SDLK_RIGHT;
   keymap.fire  = SDLK_LCTRL;
 
-  timer_init(&invincible_timer,true);
-  timer_init(&skidding_timer,true);
-  timer_init(&safe_timer,true);
-  timer_init(&frame_timer,true);
+  invincible_timer.init(true);
+  skidding_timer.init(true);
+  safe_timer.init(true);
+  frame_timer.init(true);
+
   physic.reset();
 }
 
@@ -138,44 +146,52 @@ void
 Player::level_begin()
 {
   base.x  = 100;
-  base.y  = 240;
+  base.y  = 170;
   base.xm = 0;
   base.ym = 0;
-  old_base = base;
-  previous_base = base;
+  previous_base = old_base = base;
+  duck = false;
 
   dying = DYING_NOT;
 
   player_input_init(&input);
 
-  timer_init(&invincible_timer,true);
-  timer_init(&skidding_timer,true);
-  timer_init(&safe_timer,true);
-  timer_init(&frame_timer,true);
+  invincible_timer.init(true);
+  skidding_timer.init(true);
+  safe_timer.init(true);
+  frame_timer.init(true);
+
   physic.reset();
 }
 
 void
-Player::action()
+Player::action(double frame_ratio)
 {
   bool jumped_in_solid = false;
 
   /* --- HANDLE TUX! --- */
 
-  if(!dying)
+  if(dying == DYING_NOT)
     handle_input();
 
   /* Move tux: */
   previous_base = base;
 
-  physic.apply(base.x, base.y);
-
-  if (!dying)
-    {
-
-      collision_swept_object_map(&old_base,&base);
+  physic.apply(frame_ratio, base.x, base.y);
+  if(dying == DYING_NOT) {
+      collision_swept_object_map(&old_base, &base);
+      // 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 += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
+          previous_base = old_base = base;
+      }
       keep_in_bounds();
+  }
 
+  if (dying == DYING_NOT)
+    {
       /* Land: */
 
 
@@ -200,7 +216,7 @@ Player::action()
 
           physic.enable_gravity(false);
           /* Reset score multiplier (for multi-hits): */
-          score_multiplier = 1;
+          player_status.score_multiplier = 1;
         }
 
       if(jumped_in_solid)
@@ -243,18 +259,13 @@ Player::action()
               jumping = false;
             }
         }
-
     }
 
-  timer_check(&safe_timer);
-
 
   /* ---- DONE HANDLING TUX! --- */
 
   /* Handle invincibility timer: */
-
-
-  if (get_current_music() == HERRING_MUSIC && !timer_check(&invincible_timer))
+  if (get_current_music() == HERRING_MUSIC && !invincible_timer.check())
     {
       /*
          no, we are no more invincible
@@ -262,8 +273,8 @@ Player::action()
          but are we in hurry ?
        */
 
-
-      if (timer_get_left(&time_left) < TIME_WARNING)
+      // FIXME: Move this to gamesession
+      if (GameSession::current()->time_left.get_left() < TIME_WARNING)
         {
           /* yes, we are in hurry
              stop the herring_song, prepare to play the correct
@@ -280,17 +291,10 @@ Player::action()
       play_current_music();
     }
 
-  /* Handle skidding: */
-
-  // timer_check(&skidding_timer); // disabled
-
-  /* End of level? */
-
-  if (base.x >= endpos && endpos != 0)
-    {
-      next_level = 1;
-    }
-
+  // check some timers
+  skidding_timer.check();
+  invincible_timer.check();
+  safe_timer.check();
 }
 
 bool
@@ -310,107 +314,87 @@ Player::under_solid()
 }
 
 void
-Player::handle_horizontal_input(int newdir)
+Player::handle_horizontal_input()
 {
-  if(duck)
-    return;
-
   float vx = physic.get_velocity_x();
   float vy = physic.get_velocity_y();
-  dir = newdir;
-
-  // skid if we're too fast
-  if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM 
-          && !timer_started(&skidding_timer))
-    {
-      timer_start(&skidding_timer, SKID_TIME);
-      play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
-      return;
-    }
-
-  if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) &&
-      !timer_started(&skidding_timer))
-    {
-      //vx = 0;
-    }
-
-  /* Facing the direction we're jumping?  Go full-speed: */
-  if (input.fire == UP)
-    {
-      if(vx >= MAX_WALK_XM) {
+  float ax = physic.get_acceleration_x();
+  float ay = physic.get_acceleration_y();
+
+  float dirsign = 0;
+  if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+      dir = LEFT;
+      dirsign = -1;
+  } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+      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;
-        physic.set_acceleration(0, 0); // enough speedup
-      } else if(vx <= -MAX_WALK_XM) {
+        ax = 0;
+      } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
         vx = -MAX_WALK_XM;
-        physic.set_acceleration(0, 0);
+        ax = 0;
       }
-      physic.set_acceleration(newdir ? 0.02 : -0.02, 0);
-      if(fabs(vx) < 1) // set some basic run speed
-        vx = newdir ? 1 : -1;
-#if 0
-      vx += ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
-
-      if(newdir)
-        {
-          if (vx > MAX_WALK_XM)
-            vx = MAX_WALK_XM;
-        }
-      else
-        {
-          if (vx < -MAX_WALK_XM)
-            vx = -MAX_WALK_XM;
-        }
-#endif
-    }
-  else if ( input.fire == DOWN)
-    {
-      if(vx >= MAX_RUN_XM) {
+  } else {
+      ax = dirsign * RUN_ACCELERATION_X;
+      // limit speed
+      if(vx >= MAX_RUN_XM && dirsign > 0) {
         vx = MAX_RUN_XM;
-        physic.set_acceleration(0, 0); // enough speedup      
-      } else if(vx <= -MAX_RUN_XM) {
+        ax = 0;
+      } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
         vx = -MAX_RUN_XM;
-        physic.set_acceleration(0, 0);
+        ax = 0;
+      }
+  }
+
+  // we can reach WALK_SPEED without any acceleration
+  if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
+    vx = dirsign * WALK_SPEED;
+  }
+
+  // changing directions?
+  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);
+          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;
       }
-      physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
-      if(fabs(vx) < 1) // set some basic run speed
-        vx = newdir ? 1 : -1;
+  }
 
-#if 0
-      vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
+  // 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.
+     */
 
-      if(newdir)
-        {
-          if (vx > MAX_RUN_XM)
-            vx = MAX_RUN_XM;
-        }
-      else
-        {
-          if (vx < -MAX_RUN_XM)
-            vx = -MAX_RUN_XM;
-        }
-#endif
-    }
-  else
-    {
-#if 0
-      /* Not facing the direction we're jumping?
-         Go half-speed: */
-      vx = vx + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
+    // 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);
+  }
 
-      if(newdir)
-        {
-          if (vx > MAX_WALK_XM / 2)
-            vx = MAX_WALK_XM / 2;
-        }
-      else
-        {
-          if (vx < -MAX_WALK_XM / 2)
-            vx = -MAX_WALK_XM / 2;
-        }
-#endif
-    }
-  
   physic.set_velocity(vx, vy);
+  physic.set_acceleration(ax, ay);
 }
 
 void
@@ -442,30 +426,8 @@ Player::handle_vertical_input()
 void
 Player::handle_input()
 {
-  /* Handle key and joystick state: */
-  if(duck == false)
-    {
-      if (input.right == DOWN && input.left == UP)
-        {
-          handle_horizontal_input(RIGHT);
-        }
-      else if (input.left == DOWN && input.right == UP)
-        {
-          handle_horizontal_input(LEFT);
-        }
-      else
-        {
-          float vx = physic.get_velocity_x();
-          if(fabs(vx) < 0.01) {
-            physic.set_velocity(0, physic.get_velocity_y());
-            physic.set_acceleration(0, 0);
-          } else if(vx < 0) {
-            physic.set_acceleration(0.1, 0);
-          } else {
-            physic.set_acceleration(-0.1, 0);
-          }
-        }
-    }
+  /* Handle horizontal movement: */
+    handle_horizontal_input();
 
   /* Jump/jumping? */
 
@@ -481,50 +443,10 @@ Player::handle_input()
       World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
     }
 
-
-  /* Duck! */
-
-  if (input.down == DOWN)
-    {
-      if (size == BIG && duck != true)
-        {
-          duck = true;
-          base.height = 32;
-          base.y += 32;
-        }
-    }
-  else
+  /* tux animations: */
+  if(!frame_timer.check())
     {
-      if (size == BIG && duck)
-        {
-          /* Make sure we're not standing back up into a solid! */
-          base.height = 64;
-          base.y -= 32;
-
-          if (!collision_object_map(&base) /*issolid(base.x + 16, base.y - 16)*/)
-            {
-              duck = false;
-              base.height = 64;
-              old_base.y -= 32;
-              old_base.height = 64;
-            }
-          else
-            {
-              base.height = 32;
-              base.y += 32;
-            }
-        }
-      else
-        {
-          duck = false;
-        }
-    }
-
-  /* (Tux): */
-
-  if(!timer_check(&frame_timer))
-    {
-      timer_start(&frame_timer,25);
+      frame_timer.start(25);
       if (input.right == UP && input.left == UP)
         {
           frame_main = 1;
@@ -543,6 +465,22 @@ Player::handle_input()
         }
     }
 
+  /* Duck! */
+  if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0)
+    {
+      duck = true;
+      base.height = 32;                             
+      base.y += 32;
+      // changing base size confuses collision otherwise
+      old_base = previous_base = base;
+    }
+  else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0)
+    {
+      duck = false;
+      base.y -= 32;
+      base.height = 64;
+      old_base = previous_base = base;
+    }
 }
 
 void
@@ -566,11 +504,11 @@ Player::grabdistros()
     }
 
   /* Enough distros for a One-up? */
-  if (distros >= DISTROS_LIFEUP)
+  if (player_status.distros >= DISTROS_LIFEUP)
     {
-      distros = distros - DISTROS_LIFEUP;
-      if(lives < MAX_LIVES)
-        lives++;
+      player_status.distros = player_status.distros - DISTROS_LIFEUP;
+      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);
     }
@@ -579,24 +517,18 @@ Player::grabdistros()
 void
 Player::draw()
 {
-  if (!timer_started(&safe_timer) || (global_frame_counter % 2) == 0)
+  if (!safe_timer.started() || (global_frame_counter % 2) == 0)
     {
       if (size == SMALL)
         {
-          if (timer_started(&invincible_timer))
+          if (invincible_timer.started())
             {
               /* Draw cape: */
 
               if (dir == RIGHT)
-                {
-                  texture_draw(&cape_right[global_frame_counter % 2],
-                               base.x- scroll_x, base.y);
-                }
+                cape_right[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
               else
-                {
-                  texture_draw(&cape_left[global_frame_counter % 2],
-                               base.x- scroll_x, base.y);
-                }
+                cape_left[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
             }
 
 
@@ -605,27 +537,25 @@ Player::draw()
               if (physic.get_velocity_y() != 0)
                 {
                   if (dir == RIGHT)
-                    texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10);
+                    smalltux_jump_right->draw( base.x - scroll_x, base.y - 10);
                   else
-                    texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10);                   
+                    smalltux_jump_left->draw( base.x - scroll_x, base.y - 10);                   
                 }
               else
                 {
                   if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
                     {
                       if (dir == RIGHT)
-                        texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9);
+                        smalltux_stand_right->draw( base.x - scroll_x, base.y - 9);
                       else
-                        texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9);
+                        smalltux_stand_left->draw( base.x - scroll_x, base.y - 9);
                     }
                   else // moving
                     {
                       if (dir == RIGHT)
-                        texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()], 
-                                     base.x - scroll_x, base.y - 9);
+                        tux_right[(global_frame_counter/2) % tux_right.size()]->draw(base.x - scroll_x, base.y - 9);
                       else
-                        texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()], 
-                                     base.x - scroll_x, base.y - 9);
+                        tux_left[(global_frame_counter/2) % tux_left.size()]->draw(base.x - scroll_x, base.y - 9);
                     }
                 }
             }
@@ -635,156 +565,109 @@ Player::draw()
 
               if (dir == RIGHT)
                 {
-                  texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
+                  firetux_right[frame_]->draw( base.x- scroll_x, base.y);
                 }
               else
                 {
-                  texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
+                  firetux_left[frame_]->draw( base.x- scroll_x, base.y);
                 }
             }
         }
       else
         {
-          if (timer_started(&invincible_timer))
+          if (invincible_timer.started())
             {
-              /* Draw cape: */
+              float capex = base.x + (base.width - bigcape_right[0]->w) / 2;
+              capex -= scroll_x;
+              float capey = base.y + (base.height - bigcape_right[0]->h) / 2;
+                
+              /* Draw cape (just not in ducked mode since that looks silly): */
               if (dir == RIGHT)
-                {
-                  texture_draw(&bigcape_right[global_frame_counter % 2],
-                               base.x- scroll_x - 8, base.y);
-                }
+                bigcape_right[global_frame_counter % 2]->draw(capex, capey);
               else
-                {
-                  texture_draw(&bigcape_left[global_frame_counter % 2],
-                               base.x-scroll_x - 8, base.y);
-                }
+                bigcape_left[global_frame_counter % 2]->draw(capex, capey);
             }
 
           if (!got_coffee)
             {
               if (!duck)
                 {
-                  if (!timer_started(&skidding_timer))
+                  if (!skidding_timer.started())
                     {
-                      if (!jumping || physic.get_velocity_y() > 0)
+                      if (physic.get_velocity_y() == 0)
                         {
                           if (dir == RIGHT)
-                            {
-                              texture_draw(&bigtux_right[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigtux_right->draw(base.x - scroll_x, base.y);
                           else
-                            {
-                              texture_draw(&bigtux_left[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigtux_left->draw(base.x - scroll_x, base.y);
                         }
                       else
                         {
                           if (dir == RIGHT)
-                            {
-                              texture_draw(&bigtux_right_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigtux_right_jump->draw(base.x - scroll_x, base.y);
                           else
-                            {
-                              texture_draw(&bigtux_left_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigtux_left_jump->draw(base.x - scroll_x, base.y);
                         }
                     }
                   else
                     {
                       if (dir == RIGHT)
-                        {
-                          texture_draw(&skidtux_right,
-                                       base.x- scroll_x - 8, base.y);
-                        }
+                        skidtux_right->draw(base.x - scroll_x - 8, base.y);
                       else
-                        {
-                          texture_draw(&skidtux_left,
-                                       base.x- scroll_x - 8, base.y);
-                        }
+                        skidtux_left->draw(base.x - scroll_x - 8, base.y);
                     }
                 }
               else
                 {
                   if (dir == RIGHT)
-                    {
-                      texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16);
-                    }
+                    ducktux_right->draw(base.x - scroll_x, base.y);
                   else
-                    {
-                      texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16);
-                    }
+                    ducktux_left->draw(base.x - scroll_x, base.y);
                 }
             }
           else
             {
               /* Tux has coffee! */
-
               if (!duck)
                 {
-                  if (!timer_started(&skidding_timer))
+                  if (!skidding_timer.started())
                     {
                       if (!jumping || physic.get_velocity_y() > 0)
                         {
                           if (dir == RIGHT)
-                            {
-                              texture_draw(&bigfiretux_right[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigfiretux_right[frame_]->draw(base.x- scroll_x - 8, base.y);
                           else
-                            {
-                              texture_draw(&bigfiretux_left[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigfiretux_left[frame_]->draw(base.x- scroll_x - 8, base.y);
                         }
                       else
                         {
                           if (dir == RIGHT)
-                            {
-                              texture_draw(&bigfiretux_right_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigfiretux_right_jump->draw(base.x- scroll_x - 8, base.y);
                           else
-                            {
-                              texture_draw(&bigfiretux_left_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
+                            bigfiretux_left_jump->draw(base.x- scroll_x - 8, base.y);
                         }
                     }
                   else
                     {
                       if (dir == RIGHT)
-                        {
-                          texture_draw(&skidfiretux_right,
-                                       base.x- scroll_x - 8, base.y);
-                        }
+                        skidfiretux_right->draw(base.x- scroll_x - 8, base.y);
                       else
-                        {
-                          texture_draw(&skidfiretux_left,
-                                       base.x- scroll_x - 8, base.y);
-                        }
+                        skidfiretux_left->draw(base.x- scroll_x - 8, base.y);
                     }
                 }
               else
                 {
                   if (dir == RIGHT)
-                    {
-                      texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
-                    }
+                    duckfiretux_right->draw( base.x- scroll_x - 8, base.y - 16);
                   else
-                    {
-                      texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
-                    }
+                    duckfiretux_left->draw( base.x- scroll_x - 8, base.y - 16);
                 }
             }
         }
     }
 
-  if(dying)
-    text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
+  if (debug_mode)
+    fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
 }
 
 void
@@ -796,10 +679,10 @@ Player::collision(void* p_c_object, int c_object)
     {
     case CO_BADGUY:
       pbad_c = (BadGuy*) p_c_object;
-      /* Hurt the player if he just touched it: */
 
+     /* Hurt player if he touches a badguy */
       if (!pbad_c->dying && !dying &&
-          !timer_started(&safe_timer) &&
+          !safe_timer.started() &&
           pbad_c->mode != HELD)
         {
           if (pbad_c->mode == FLAT && input.fire == DOWN)
@@ -807,35 +690,29 @@ Player::collision(void* p_c_object, int c_object)
               pbad_c->mode = HELD;
               pbad_c->base.y-=8;
             }
+          else if (pbad_c->mode == FLAT)
+            {
+              // Don't get hurt if we're kicking a flat badguy!
+            }
           else if (pbad_c->mode == KICK)
             {
-              if (base.y < pbad_c->base.y - 16)
+              /* Hurt if you get hit by kicked laptop: */
+              if (!invincible_timer.started())
                 {
-                  /* Step on (stop being kicked) */
-
-                  pbad_c->mode = FLAT;
-                  play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+                  kill(SHRINK);
                 }
               else
                 {
-                  /* Hurt if you get hit by kicked laptop: */
-                  if (!timer_started(&invincible_timer))
-                    {
-                      kill(SHRINK);
-                    }
-                  else
-                    {
-                      pbad_c->dying = DYING_FALLING;
-                      play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
-                      World::current()->add_score(pbad_c->base.x - scroll_x,
-                                                  pbad_c->base.y,
-                                                  25 * score_multiplier);
-                    }
+                   pbad_c->dying = DYING_FALLING;
+                   play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+                   World::current()->add_score(pbad_c->base.x - scroll_x,
+                                               pbad_c->base.y,
+                                               25 * player_status.score_multiplier);
                 }
             }
           else
             {
-              if (!timer_started(&invincible_timer ))
+              if (!invincible_timer.started())
                 {
                   kill(SHRINK);
                 }
@@ -844,7 +721,7 @@ Player::collision(void* p_c_object, int c_object)
                   pbad_c->kill_me();
                 }
             }
-          score_multiplier++;
+          player_status.score_multiplier++;
         }
       break;
     default:
@@ -869,14 +746,12 @@ Player::kill(int mode)
 
       size = SMALL;
       base.height = 32;
+      duck = false;
 
-      timer_start(&safe_timer,TUX_SAFE_TIME);
+      safe_timer.start(TUX_SAFE_TIME);
     }
   else
     {
-      if(size == BIG)
-        duck = true;
-
       physic.enable_gravity(true);
       physic.set_acceleration(0, 0);
       physic.set_velocity(0, 7);
@@ -887,9 +762,6 @@ Player::kill(int mode)
 void
 Player::is_dying()
 {
-  /* He died :^( */
-
-  --lives;
   remove_powerups();
   dying = DYING_NOT;
 }
@@ -914,45 +786,57 @@ Player::remove_powerups()
 void
 Player::keep_in_bounds()
 {
-  Level* plevel = GameSession::current()->get_level();
+  Level* plevel = World::current()->get_level();
 
   /* Keep tux in bounds: */
-  if (base.x< 0)
-    base.x= 0;
-  else if(base.x< scroll_x)
-    base.x= scroll_x;
-  else if (base.x< 160 + scroll_x && scroll_x > 0 && debug_mode)
-    {
-      scroll_x = base.x- 160;
-      /*base.x+= 160;*/
-
-      if(scroll_x < 0)
-        scroll_x = 0;
-
+  if (base.x < 0)
+    { // Lock Tux to the size of the level, so that he doesn't fall of
+      // on the left side
+      base.x = 0;
     }
-  else if (base.x > screen->w / 2 + scroll_x
-           && scroll_x < ((GameSession::current()->get_level()->width * 32) - screen->w))
-    {
-      // FIXME: Scrolling needs to be handled by a seperate View
-      // class, doing it as a player huck is ugly
-
-      // Scroll the screen in past center:
-      scroll_x = base.x - screen->w / 2;
-
-      if (scroll_x > ((plevel->width * 32) - screen->w))
-        scroll_x = ((plevel->width * 32) - screen->w);
-    }
-  else if (base.x> 608 + scroll_x)
-    {
-      /* ... unless there's no more to scroll! */
-
-      /*base.x= 608 + scroll_x;*/
+  else if (base.x < scroll_x)
+    { 
+      base.x = scroll_x;
     }
 
   /* Keep in-bounds, vertically: */
-
   if (base.y > screen->h)
     {
       kill(KILL);
     }
+
+  int scroll_threshold = screen->w/2 - 80;
+  if (debug_mode)
+    {
+      scroll_x += screen->w/2;
+      // Backscrolling for debug mode
+      if (scroll_x < base.x - 80)
+        scroll_x = base.x - 80;
+      else if (scroll_x > base.x + 80)
+        scroll_x = base.x + 80;
+      scroll_x -= screen->w/2;
+
+      if(scroll_x < 0)
+        scroll_x = 0;
+    }
+  else
+    {
+      if (base.x > scroll_threshold + scroll_x
+          && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
+        {
+          // FIXME: Scrolling needs to be handled by a seperate View
+          // class, doing it as a player huck is ugly
+          
+          // Scroll the screen in past center:
+          scroll_x = base.x - scroll_threshold;
+          
+          // Lock the scrolling to the levelsize, so that we don't
+          // scroll over the right border
+          if (scroll_x > 32 * plevel->width - screen->w)
+            scroll_x = 32 * plevel->width - screen->w;
+        }
+    }
 }
+
+// EOF //
+