+// $Id$
//
-// Interface: player/tux
+// SuperTux - A Jump'n Run
+// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
//
-// Description:
+// 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.
//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2003
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-
+// 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.
#ifndef SUPERTUX_PLAYER_H
#define SUPERTUX_PLAYER_H
-#include <SDL.h>
-#include "bitmask.h"
-#include "type.h"
+#include "SDL.h"
+
#include "timer.h"
-#include "texture.h"
+#include "video/surface.h"
#include "collision.h"
-#include "sound.h"
-#include "physic.h"
+#include "special/moving_object.h"
+#include "special/sprite.h"
+#include "math/physic.h"
+#include "defines.h"
-/* Times: */
+using namespace SuperTux;
-#define TUX_SAFE_TIME 750
-#define TUX_INVINCIBLE_TIME 10000
-#define TIME_WARNING 20000 /* When to alert player they're low on time! */
+class BadGuy;
-/* One-ups... */
+/* Times: */
-#define DISTROS_LIFEUP 100
+#define TUX_SAFE_TIME 1.250
+#define TUX_INVINCIBLE_TIME 10.0
+#define TUX_INVINCIBLE_TIME_WARNING 2.0
+#define TUX_FLAPPING_TIME 1 /* How long Tux can flap his wings to gain additional jump height */
+#define TIME_WARNING 20 /* When to alert player they're low on time! */
/* Scores: */
#define SCORE_BRICK 5
-#define SCORE_DISTRO 25
+#define SCORE_DISTRO 20
+
+/* Sizes: */
+
+#define SMALL 0
+#define BIG 1
#include <vector>
-struct player_keymap_type
+struct PlayerKeymap
{
+public:
int jump;
- int duck;
+ int up;
+ int down;
int left;
int right;
- int fire;
+ int power;
+
+ PlayerKeymap();
};
+extern PlayerKeymap keymap;
+
struct player_input_type
{
int right;
int left;
int up;
+ int old_up;
int down;
int fire;
int old_fire;
+ int activate;
+ int jump;
+ int old_jump;
};
void player_input_init(player_input_type* pplayer_input);
-class Sprite;
+class Camera;
+class PlayerStatus;
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 Surface* ducktux_right;
-extern Surface* 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
+
+extern Sprite* smalltux_gameover;
+extern Sprite* smalltux_star;
+extern Sprite* bigtux_star;
+
+#define GROWING_TIME 1.0
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
+
+class TuxBodyParts
+{
+public:
+ TuxBodyParts()
+ : head(0), body(0), arms(0), feet(0)
+ { }
+ ~TuxBodyParts() {
+ delete head;
+ delete body;
+ delete arms;
+ delete feet;
+ }
+
+ void set_action(std::string action);
+ void one_time_animation();
+ void draw(DrawingContext& context, const Vector& pos, int layer,
+ Uint32 drawing_effect = NONE_EFFECT);
+
+ Sprite* head;
+ Sprite* body;
+ Sprite* arms;
+ Sprite* feet;
+};
+
+extern TuxBodyParts* small_tux;
+extern TuxBodyParts* big_tux;
+extern TuxBodyParts* fire_tux;
+extern TuxBodyParts* ice_tux;
+
+class Player : public MovingObject
{
- public:
- player_keymap_type keymap;
+public:
+ enum HurtMode { KILL, SHRINK };
+ enum Power { NONE_POWER, FIRE_POWER, ICE_POWER };
+ enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
player_input_type input;
- bool got_coffee;
+ int got_power;
int size;
bool duck;
+ bool holding_something;
+ bool dead;
DyingType dying;
- int dir;
+
+ Direction dir;
+ Direction old_dir;
+
+ float last_ground_y;
+ FallMode fall_mode;
+
+ bool on_ground_flag;
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;
+ bool flapping;
+ bool can_jump;
+ bool can_flap;
+ bool falling_from_flap;
+ bool enable_hover;
+ bool butt_jump;
+
+ float flapping_velocity;
+
+ // Ricardo's flapping
+ int flaps_nb;
+
+ // temporary to help player's choosing a flapping
+ enum { MAREK_FLAP, RICARDO_FLAP, RYAN_FLAP, NONE_FLAP };
+ int flapping_mode;
+
+ Timer2 invincible_timer;
+ Timer2 skidding_timer;
+ Timer2 safe_timer;
+ Timer2 kick_timer;
+ Timer2 shooting_timer; // used to show the arm when Tux is shooting
+ Timer2 dying_timer;
+ Timer2 growing_timer;
+ Timer2 idle_timer;
+ Timer2 flapping_timer;
Physic physic;
-
- public:
- void init();
+
+public:
+ Player();
+ virtual ~Player();
+
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();
+
+ PlayerStatus& get_status();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
+
+ void make_invincible();
+ bool is_invincible() const
+ {
+ return invincible_timer.started();
+ }
+ void kill(HurtMode mode);
void player_remove_powerups();
- void keep_in_bounds();
+ void check_bounds(Camera* camera);
bool on_ground();
bool under_solid();
+ void grow(bool animate = false);
+ void move(const Vector& vector);
+
+ void bounce(BadGuy& badguy);
+
+ bool is_dead() const
+ { return dead; }
+
+private:
+ void init();
- private:
void handle_horizontal_input();
void handle_vertical_input();
void remove_powerups();
};
#endif /*SUPERTUX_PLAYER_H*/
+
+/* Local Variables: */
+/* mode:c++ */
+/* End: */