// $Id: player.cpp 2620 2005-06-18 12:12:10Z matzebraun $ // // SuperTux - A Jump'n Run // Copyright (C) 2003 Tobias Glaesser // // 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 #include "gameloop.h" #include "globals.h" #include "player.h" #include "defines.h" #include "scene.h" #include "tile.h" #include "sprite.h" #include "screen.h" #define AUTOSCROLL_DEAD_INTERVAL 300 Surface* tux_life; Sprite* smalltux_gameover; Sprite* smalltux_star; Sprite* largetux_star; PlayerSprite smalltux; PlayerSprite largetux; PlayerSprite firetux; PlayerKeymap keymap; PlayerKeymap::PlayerKeymap() { keymap.jump = SDLK_SPACE; keymap.duck = SDLK_DOWN; keymap.left = SDLK_LEFT; keymap.right = SDLK_RIGHT; keymap.fire = SDLK_LCTRL; } void player_input_init(player_input_type* pplayer_input) { 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; } void Player::init() { Level* plevel = World::current()->get_level(); holding_something = false; base.width = 32; base.height = 32; size = SMALL; got_coffee = false; base.x = plevel->start_pos_x; base.y = plevel->start_pos_y; base.xm = 0; base.ym = 0; previous_base = old_base = base; dir = RIGHT; old_dir = dir; duck = false; dying = DYING_NOT; jumping = false; can_jump = true; frame_main = 0; frame_ = 0; player_input_init(&input); invincible_timer.init(true); skidding_timer.init(true); safe_timer.init(true); frame_timer.init(true); kick_timer.init(true); physic.reset(); } int Player::key_event(SDLKey key, int state) { if(key == keymap.right) { input.right = state; return true; } else if(key == keymap.left) { input.left = state; return true; } else if(key == keymap.jump) { input.up = state; return true; } else if(key == keymap.duck) { input.down = state; return true; } else if(key == keymap.fire) { if (state == UP) input.old_fire = UP; input.fire = state; return true; } else return false; } void Player::level_begin() { base.x = 100; base.y = 170; base.xm = 0; base.ym = 0; previous_base = old_base = base; duck = false; dying = DYING_NOT; player_input_init(&input); invincible_timer.init(true); skidding_timer.init(true); safe_timer.init(true); frame_timer.init(true); physic.reset(); } void Player::action(double frame_ratio) { bool jumped_in_solid = false; if (input.fire == UP) holding_something = false; /* Move tux: */ previous_base = base; /* --- HANDLE TUX! --- */ if(dying == DYING_NOT) handle_input(); physic.apply(frame_ratio, base.x, base.y); if(dying == DYING_NOT) { base_type target = base; collision_swept_object_map(&old_base, &base); // Don't accelerate Tux if he is running against a wall if (target.x != base.x) { physic.set_velocity_x(0); } // 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; } // Land: if (!on_ground()) { physic.enable_gravity(true); if(under_solid()) { // fall down physic.set_velocity_y(0); jumped_in_solid = true; } } else { /* Land: */ if (physic.get_velocity_y() < 0) { base.y = (int)(((int)base.y / 32) * 32); physic.set_velocity_y(0); } physic.enable_gravity(false); /* Reset score multiplier (for multi-hits): */ player_status.score_multiplier = 1; } if(jumped_in_solid) { if (isbrick(base.x, base.y) || isfullbox(base.x, base.y)) { World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE); World::current()->trybumpbadguy(base.x, base.y - 64); World::current()->trybreakbrick(base.x, base.y, size == SMALL, RIGHT); bumpbrick(base.x, base.y); World::current()->tryemptybox(base.x, base.y, RIGHT); } if (isbrick(base.x+ 31, base.y) || isfullbox(base.x+ 31, base.y)) { World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE); World::current()->trybumpbadguy(base.x+ 31, base.y - 64); if(size == BIG) World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL, LEFT); bumpbrick(base.x+ 31, base.y); World::current()->tryemptybox(base.x+ 31, base.y, LEFT); } } grabdistros(); if (jumped_in_solid) { ++base.y; ++old_base.y; if(on_ground()) { /* Make sure jumping is off. */ jumping = false; } } } /* ---- DONE HANDLING TUX! --- */ // check some timers skidding_timer.check(); invincible_timer.check(); safe_timer.check(); kick_timer.check(); } bool Player::on_ground() { return ( issolid(base.x + base.width / 2, base.y + base.height) || issolid(base.x + 1, base.y + base.height) || issolid(base.x + base.width - 1, base.y + base.height) ); } bool Player::under_solid() { return ( issolid(base.x + base.width / 2, base.y) || issolid(base.x + 1, base.y) || issolid(base.x + base.width - 1, base.y) ); } void Player::handle_horizontal_input() { float vx = physic.get_velocity_x(); float vy = physic.get_velocity_y(); 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)) { old_dir = dir; dir = LEFT; dirsign = -1; } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) { old_dir = dir; 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; ax = 0; } else if(vx <= -MAX_WALK_XM && dirsign < 0) { vx = -MAX_WALK_XM; ax = 0; } } else { ax = dirsign * RUN_ACCELERATION_X; // limit speed if(vx >= MAX_RUN_XM && dirsign > 0) { vx = MAX_RUN_XM; ax = 0; } else if(vx <= -MAX_RUN_XM && dirsign < 0) { vx = -MAX_RUN_XM; 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; } } // 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. */ // 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); } physic.set_velocity(vx, vy); physic.set_acceleration(ax, ay); } void Player::handle_vertical_input() { // Press jump key if(input.up == DOWN && can_jump) { if (on_ground()) { // jump higher if we are running if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) physic.set_velocity_y(5.8); else physic.set_velocity_y(5.2); --base.y; jumping = true; can_jump = false; if (size == SMALL) play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER); else play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER); } } // Let go of jump key else if(input.up == UP && jumping) { jumping = false; if(physic.get_velocity_y() > 0) { physic.set_velocity_y(0); } } if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) || issolid(base.x + 1, base.y + base.height + 64) || issolid(base.x + base.width - 1, base.y + base.height + 64)) && jumping == false && can_jump == false && input.up == DOWN && input.old_up == UP) { can_jump = true; } input.old_up = input.up; } void Player::handle_input() { /* Handle horizontal movement: */ handle_horizontal_input(); /* Jump/jumping? */ if (on_ground() && input.up == UP) can_jump = true; if (input.up == DOWN || (input.up == UP && jumping)) { handle_vertical_input(); } /* Shoot! */ if (input.fire == DOWN && input.old_fire == UP && got_coffee) { World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir); input.old_fire = DOWN; } /* tux animations: */ if(!frame_timer.check()) { frame_timer.start(25); if (input.right == UP && input.left == UP) { frame_main = 1; frame_ = 1; } else { if ((input.fire == DOWN && (global_frame_counter % 2) == 0) || (global_frame_counter % 4) == 0) frame_main = (frame_main + 1) % 4; frame_ = frame_main; if (frame_ == 3) frame_ = 1; } } /* Duck! */ if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground()) { 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 && on_ground()) { duck = false; base.y -= 32; base.height = 64; // changing base size confuses collision otherwise old_base = previous_base = base; } } void Player::grow() { if(size == BIG) return; size = BIG; base.height = 64; base.y -= 32; old_base = previous_base = base; } void Player::jump_of_badguy(BadGuy* badguy) { if(input.up) physic.set_velocity_y(5.2); else physic.set_velocity_y(2.0); base.y = badguy->base.y - base.height-2; } void Player::grabdistros() { /* Grab distros: */ if (!dying) { World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE); World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE); World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE); World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE); if(size == BIG) { World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE); World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE); } } /* Enough distros for a One-up? */ if (player_status.distros >= DISTROS_LIFEUP) { 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); } } void Player::draw() { if (!safe_timer.started() || (global_frame_counter % 2) == 0) { if (dying == DYING_SQUISHED) { smalltux_gameover->draw(base.x - scroll_x, base.y); } else { PlayerSprite* sprite; if (size == SMALL) sprite = &smalltux; else if (got_coffee) sprite = &firetux; else sprite = &largetux; if (duck && size != SMALL) { if (dir == RIGHT) sprite->duck_right->draw(base.x - scroll_x, base.y); else sprite->duck_left->draw(base.x - scroll_x, base.y); } else if (skidding_timer.started()) { if (dir == RIGHT) sprite->skid_right->draw(base.x - scroll_x, base.y); else sprite->skid_left->draw(base.x - scroll_x, base.y); } else if (kick_timer.started()) { if (dir == RIGHT) sprite->kick_right->draw(base.x - scroll_x, base.y); else sprite->kick_left->draw(base.x - scroll_x, base.y); } else if (physic.get_velocity_y() != 0) { if (dir == RIGHT) sprite->jump_right->draw(base.x - scroll_x, base.y); else sprite->jump_left->draw(base.x - scroll_x, base.y); } else { if (fabsf(physic.get_velocity_x()) < 1.0f) // standing { if (dir == RIGHT) sprite->stand_right->draw( base.x - scroll_x, base.y); else sprite->stand_left->draw( base.x - scroll_x, base.y); } else // moving { if (dir == RIGHT) sprite->walk_right->draw(base.x - scroll_x, base.y); else sprite->walk_left->draw(base.x - scroll_x, base.y); } } // Draw arm overlay graphics when Tux is holding something if (holding_something && physic.get_velocity_y() == 0 && !duck) { if (dir == RIGHT) sprite->grab_right->draw(base.x - scroll_x, base.y); else sprite->grab_left->draw(base.x - scroll_x, base.y); } // Draw blinking star overlay if (invincible_timer.started() && (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)) { if (size == SMALL || duck) smalltux_star->draw(base.x - scroll_x, base.y); else largetux_star->draw(base.x - scroll_x, base.y); } } } if (debug_mode) fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,75,75, 150); } void Player::collision(void* p_c_object, int c_object) { BadGuy* pbad_c = NULL; switch (c_object) { case CO_BADGUY: pbad_c = (BadGuy*) p_c_object; /* Hurt player if he touches a badguy */ if (!pbad_c->dying && !dying && !safe_timer.started() && pbad_c->mode != BadGuy::HELD) { if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN && !holding_something) { holding_something = true; pbad_c->mode = BadGuy::HELD; pbad_c->base.y-=8; } else if (pbad_c->mode == BadGuy::FLAT) { // Don't get hurt if we're kicking a flat badguy! } else if (pbad_c->mode == BadGuy::KICK) { /* Hurt if you get hit by kicked laptop: */ if (!invincible_timer.started()) { 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 * player_status.score_multiplier); } } else { if (!invincible_timer.started()) { kill(SHRINK); } else { pbad_c->kill_me(25); } } player_status.score_multiplier++; } break; default: break; } } /* Kill Player! */ void Player::kill(HurtMode mode) { play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER); physic.set_velocity_x(0); if (mode == SHRINK && size == BIG) { if (got_coffee) { got_coffee = false; } else { size = SMALL; base.height = 32; duck = false; } safe_timer.start(TUX_SAFE_TIME); } else { physic.enable_gravity(true); physic.set_acceleration(0, 0); physic.set_velocity(0, 7); if(dying != DYING_SQUISHED) --player_status.lives; dying = DYING_SQUISHED; } } void Player::is_dying() { remove_powerups(); dying = DYING_NOT; } bool Player::is_dead() { if(base.y > screen->h || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // last condition can happen in auto-scrolling return true; else return false; } /* Remove Tux's power ups */ void Player::remove_powerups() { got_coffee = false; size = SMALL; base.height = 32; } void Player::check_bounds(bool back_scrolling, bool hor_autoscroll) { /* Keep tux in bounds: */ 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; } /* Keep in-bounds, vertically: */ if (base.y > screen->h) { kill(KILL); } if(base.x < scroll_x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled base.x = scroll_x; if(hor_autoscroll) { if(base.x == scroll_x) if((issolid(base.x+32, base.y) || (size != SMALL && !duck && issolid(base.x+32, base.y+32))) && (dying == DYING_NOT)) kill(KILL); if(base.x + base.width > scroll_x + screen->w) base.x = scroll_x + screen->w - base.width; } } // EOF //