- fixed problem with last_menu not being able to handle menues deeper than two submenues
[supertux.git] / src / player.h
index b9ee3ae..49e7ec1 100644 (file)
@@ -19,6 +19,8 @@
 #include "timer.h"
 #include "texture.h"
 #include "collision.h"
+#include "sound.h"
+#include "physic.h"
 
 /* Times: */
 
 #define TUX_INVINCIBLE_TIME 10000
 #define TIME_WARNING 20000     /* When to alert player they're low on time! */
 
-typedef struct player_keymap_type
+/* One-ups... */
+
+#define DISTROS_LIFEUP 100
+
+/* Scores: */
+
+#define SCORE_BRICK 5
+#define SCORE_DISTRO 25
+
+#include <vector>
+
+struct player_keymap_type
 {
- int jump;
- int duck;
- int left;
- int right;
- int fire;
-}
-player_keymap_type;
-
-typedef struct player_input_type
+  int jump;
+  int duck;
+  int left;
+  int right;
+  int fire;
+};
+
+struct player_input_type
 {
- int right;
- int left;
- int up;
- int down;
- int fire;
- int old_fire;
-}
-player_input_type;
-
-typedef struct player_type 
+  int right;
+  int left;
+  int up;
+  int down;
+  int fire;
+  int old_fire;
+};
+
+void player_input_init(player_input_type* pplayer_input);
+
+class Sprite;
+
+extern Surface* tux_life;
+extern std::vector<Surface*> tux_right;
+extern std::vector<Surface*> tux_left;
+extern Surface* smalltux_jump_left;
+extern Surface* smalltux_jump_right;
+extern Surface* smalltux_stand_left;
+extern Surface* smalltux_stand_right;
+extern Sprite* bigtux_right;
+extern Sprite* bigtux_left;
+extern Sprite* bigtux_right_jump;
+extern Sprite* bigtux_left_jump;
+extern Sprite* ducktux_right;
+extern Sprite* ducktux_left;
+extern Surface* skidtux_right;
+extern Surface* skidtux_left;
+extern Surface* firetux_right[3];
+extern Surface* firetux_left[3];
+extern Surface* bigfiretux_right[3];
+extern Surface* bigfiretux_left[3];
+extern Surface* bigfiretux_right_jump;
+extern Surface* bigfiretux_left_jump;
+extern Surface* duckfiretux_right;
+extern Surface* duckfiretux_left;
+extern Surface* skidfiretux_right;
+extern Surface* skidfiretux_left;
+extern Surface* cape_right[2];
+extern Surface* cape_left[2];
+extern Surface* bigcape_right[2];
+extern Surface* bigcape_left[2];
+
+class Player
 {
- player_input_type input;
- player_keymap_type keymap;
- int got_coffee;
- int size;
- int duck;
- int dying;
- int dir;
- int jumping;
- int frame_main;
- int frame;
- int lives;
- base_type base;
- timer_type invincible_timer;
- timer_type jump_timer;
- timer_type skidding_timer;
- timer_type safe_timer;
-}
-player_type;
-
-texture_type tux_life,
- tux_right[3],  tux_left[3],
- bigtux_right[3],  bigtux_left[3],
- bigtux_right_jump,  bigtux_left_jump,
- ducktux_right,  ducktux_left,
- skidtux_right,  skidtux_left,
- firetux_right[3],  firetux_left[3],
- bigfiretux_right[3],  bigfiretux_left[3],
- bigfiretux_right_jump,  bigfiretux_left_jump,
- duckfiretux_right,  duckfiretux_left,
- skidfiretux_right,  skidfiretux_left,
- cape_right[2],  cape_left[2],
- bigcape_right[2],  bigcape_left[2];
-
-void player_init(player_type* pplayer);
-int player_keydown_event(player_type* pplayer, SDLKey key);
-int player_keyup_event(player_type* pplayer, SDLKey key);
-void player_level_begin(player_type* pplayer);
-void player_action(player_type* pplayer);
-void player_input(player_type* pplayer);
-void player_grabdistros(player_type *pplayer);
-void player_draw(player_type* pplayer);
-void player_collision(player_type* pplayer,void* p_c_object, int c_object);
-void player_kill(player_type *pplayer, int mode);
-void player_dying(player_type *pplayer);
-void player_remove_powerups(player_type *pplayer);
-void player_keep_in_bounds(player_type *pplayer);
+ public:
+  player_keymap_type keymap;
+
+  player_input_type  input;
+  bool got_coffee;
+  int size;
+  bool duck;
+  DyingType dying;
+  int dir;
+  bool jumping;
+  int frame_;
+  int frame_main;
+
+  base_type  base;
+  base_type  old_base;
+  base_type  previous_base;
+  Timer invincible_timer;
+  Timer skidding_timer;
+  Timer safe_timer;
+  Timer frame_timer;
+  Physic physic;
+
+ public:
+  void init();
+  int  key_event(SDLKey key, int state);
+  void level_begin();
+  void action(double frame_ratio);
+  void handle_input();
+  void grabdistros();
+  void draw();
+  void collision(void* p_c_object, int c_object);
+  void kill(int mode);
+  void is_dying();
+  bool is_dead();
+  void player_remove_powerups();
+  void keep_in_bounds();
+  bool on_ground();
+  bool under_solid();
+  
+ private:
+  void handle_horizontal_input();
+  void handle_vertical_input();
+  void remove_powerups();
+};
 
 #endif /*SUPERTUX_PLAYER_H*/