+// $Id$
//
-// Interface: player/tux
+// SuperTux - A Jump'n Run
+// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2003
-//
-// 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.
#ifndef SUPERTUX_PLAYER_H
#define SUPERTUX_PLAYER_H
-#include <SDL.h>
+#include "SDL.h"
+
#include "bitmask.h"
-#include "type.h"
-#include "timer.h"
-#include "texture.h"
+#include "special/timer.h"
+#include "special/base.h"
+#include "video/surface.h"
#include "collision.h"
-#include "sound.h"
-#include "physic.h"
+#include "special/moving_object.h"
+#include "math/physic.h"
+#include "defines.h"
+
+using namespace SuperTux;
+
+class BadGuy;
/* Times: */
-#define TUX_SAFE_TIME 750
+#define TUX_SAFE_TIME 1250
#define TUX_INVINCIBLE_TIME 10000
+#define TUX_INVINCIBLE_TIME_WARNING 2000
+#define TUX_FLAPPING_TIME 1000 /* How long Tux can flap his wings to gain additional jump height */
#define TIME_WARNING 20000 /* When to alert player they're low on time! */
/* One-ups... */
/* Scores: */
#define SCORE_BRICK 5
-#define SCORE_DISTRO 25
+#define SCORE_DISTRO 20
+
+/* Sizes: */
+
+#define SMALL 0
+#define BIG 1
-struct player_keymap_type
+#include <vector>
+
+struct PlayerKeymap
{
+public:
int jump;
+ int activate;
int duck;
int left;
int right;
int fire;
+
+ 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;
};
void player_input_init(player_input_type* pplayer_input);
-struct player_type
+namespace SuperTux {
+class Sprite;
+}
+class Camera;
+
+extern Surface* tux_life;
+
+extern Sprite* smalltux_gameover;
+extern Sprite* smalltux_star;
+extern Sprite* bigtux_star;
+
+#define GROWING_TIME 1000
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
+
+class TuxBodyParts
{
- player_input_type input;
- player_keymap_type keymap;
- int score;
- int distros;
- bool got_coffee;
+public:
+ TuxBodyParts() { };
+ ~TuxBodyParts() { };
+
+ 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:
+ enum HurtMode { KILL, SHRINK };
+ enum Power { NONE_POWER, FIRE_POWER, ICE_POWER };
+ enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
+
+ player_input_type input;
+ 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 jumping;
+ bool flapping;
+ bool can_jump;
+ bool can_flap;
+ bool enable_hover;
+ bool butt_jump;
+ int frame_;
int frame_main;
- int frame;
- int lives;
- base_type base;
- base_type old_base;
- base_type previous_base;
- timer_type invincible_timer;
- timer_type skidding_timer;
- timer_type safe_timer;
- timer_type frame_timer;
- physic_type vphysic;
- physic_type hphysic;
-};
-extern 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_key_event(player_type* pplayer, SDLKey key, int state);
-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);
-bool player_on_ground(player_type *pplayer);
-bool player_under_solid(player_type *pplayer);
+ base_type previous_base;
+ Timer invincible_timer;
+ Timer skidding_timer;
+ Timer safe_timer;
+ Timer frame_timer;
+ Timer kick_timer;
+ Timer shooting_timer; // used to show the arm when Tux is shooting
+ Timer dying_timer;
+ Timer growing_timer;
+ Timer idle_timer;
+ Timer flapping_timer;
+ Physic physic;
+
+public:
+ Player();
+ virtual ~Player();
+
+ int key_event(SDLKey key, int state);
+ void level_begin();
+ void handle_input();
+ void grabdistros();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+ virtual void collision(const MovingObject& other_object,
+ int collision_type);
+
+ void collision(void* p_c_object, int c_object);
+ void kill(HurtMode mode);
+ void player_remove_powerups();
+ void check_bounds(Camera* camera);
+ bool on_ground();
+ bool under_solid();
+ bool tiles_on_air(int tiles);
+ void grow(bool animate);
+ void move(const Vector& vector);
+
+ /** let the player jump a bit or more if jump button is hold down
+ (used when you hit a badguy) */
+ void bounce(BadGuy* badguy);
+
+ bool is_dead() const
+ { return dead; }
+
+private:
+ void init();
+
+ void handle_horizontal_input();
+ void handle_vertical_input();
+ void remove_powerups();
+};
#endif /*SUPERTUX_PLAYER_H*/
+
+/* Local Variables: */
+/* mode:c++ */
+/* End: */