Sometime ago I asked what keys ppl would prefer, made the changes now to reflect...
[supertux.git] / src / player.cpp
index 75f622c..ecea4f9 100644 (file)
@@ -67,23 +67,25 @@ PlayerKeymap keymap;
 
 PlayerKeymap::PlayerKeymap()
 {
-  keymap.jump  = SDLK_SPACE;
-  keymap.activate = SDLK_UP;
-  keymap.duck  = SDLK_DOWN;
+  keymap.up    = SDLK_UP;
+  keymap.down  = SDLK_DOWN;
   keymap.left  = SDLK_LEFT;
   keymap.right = SDLK_RIGHT;
-  keymap.fire  = SDLK_LCTRL;
+
+  keymap.power = SDLK_LCTRL;
+  keymap.jump  = SDLK_LALT;
 }
 
 void player_input_init(player_input_type* pplayer_input)
 {
+  pplayer_input->up = UP;
   pplayer_input->down = UP;
   pplayer_input->fire = UP;
   pplayer_input->left = UP;
   pplayer_input->old_fire = UP;
   pplayer_input->right = UP;
-  pplayer_input->up = UP;
-  pplayer_input->old_up = UP;
+  pplayer_input->jump = UP;
+  pplayer_input->old_jump = UP;
   pplayer_input->activate = UP;
 }
 
@@ -199,38 +201,44 @@ Player::key_event(SDLKey key, int state)
       input.left = state;
       return true;
     }
-  else if(key == keymap.jump)
+  else if(key == keymap.up)
     {
       input.up = state;
+
+      /* Up key also opens activates stuff */
+      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 if(key == keymap.duck)
+  else if(key == keymap.down)
     {
       input.down = state;
       return true;
     }
-  else if(key == keymap.fire)
+  else if(key == keymap.power)
     {
       if (state == UP)
         input.old_fire = UP;
       input.fire = state;
+
       return true;
     }
-  else if(key == keymap.activate)
+  else if(key == keymap.jump)
     {
-      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);
-          }
-        }
-      }
-      
+      if (state == UP)
+        input.old_jump = UP;
+      input.jump = state;
       return true;
     }
   else
@@ -336,12 +344,12 @@ Player::action(float elapsed_time)
           /* Reset score multiplier (for multi-hits): */
           if (!invincible_timer.started())
             {
-            if(player_status.score_multiplier > 2)
+            /*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;
             }
         }
@@ -533,7 +541,7 @@ Player::handle_vertical_input()
   }
 
   // Press jump key
-  if(input.up == DOWN && can_jump && on_ground())
+  if(input.jump == DOWN && can_jump && on_ground())
     {
       if(duck) { // only jump a little bit when in duck mode {
         physic.set_velocity_y(3);
@@ -556,7 +564,7 @@ Player::handle_vertical_input()
         SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
     }
   // Let go of jump key
-  else if(input.up == UP)
+  else if(input.jump == UP)
     {
       if (!flapping && !duck && !falling_from_flap && !on_ground())
          {
@@ -570,7 +578,7 @@ Player::handle_vertical_input()
     }
 
    // Flapping
-   if (input.up == DOWN && can_flap)
+   if (input.jump == DOWN && can_flap)
      {
          if (!flapping_timer.started())
             {
@@ -581,18 +589,32 @@ Player::handle_vertical_input()
                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_timer.get_gone() <= TUX_FLAPPING_TIME)
+         if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
+                && physic.get_velocity_y() < 0)
             {
-               physic.set_velocity_y((float)flapping_timer.get_gone()/450);
+               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)
+   if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
       {
          physic.set_velocity_y(-1);
       }
@@ -656,8 +678,8 @@ Player::handle_vertical_input()
         issolid(base.x + base.width - 1, base.y + base.height + 64))
        && jumping  == false
        && can_jump == false
-       && input.up == DOWN
-       && input.old_up == UP)
+       && input.jump == DOWN
+       && input.old_jump == UP)
     {
       can_jump = true;
     }
@@ -668,9 +690,11 @@ Player::handle_vertical_input()
       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;
+  input.old_jump = input.jump;
 }
 
 void
@@ -681,7 +705,7 @@ Player::handle_input()
 
   /* Jump/jumping? */
 
-  if (on_ground() && input.up == UP)
+  if (on_ground() && input.jump == UP)
     can_jump = true;
   handle_vertical_input();
 
@@ -1169,8 +1193,27 @@ 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)
+  if (input.jump)
     physic.set_velocity_y(5.2);
   else
     physic.set_velocity_y(2);