4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Matthias Braun <matze@braunis.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
33 #include "resources.h"
34 #include "sprite_manager.h"
36 #include "display_manager.h"
37 #include "lispwriter.h"
40 Sprite* img_mriceblock_flat_left;
41 Sprite* img_mriceblock_flat_right;
42 Sprite* img_mriceblock_falling_left;
43 Sprite* img_mriceblock_falling_right;
44 Sprite* img_mriceblock_left;
45 Sprite* img_mriceblock_right;
46 Sprite* img_jumpy_left_up;
47 Sprite* img_jumpy_left_down;
48 Sprite* img_jumpy_left_middle;
49 Sprite* img_jumpy_left_iced;
50 Sprite* img_mrbomb_left;
51 Sprite* img_mrbomb_right;
52 Sprite* img_mrbomb_iced_left;
53 Sprite* img_mrbomb_iced_right;
54 Sprite* img_mrbomb_ticking_left;
55 Sprite* img_mrbomb_ticking_right;
56 Sprite* img_mrbomb_explosion;
57 Sprite* img_stalactite;
58 Sprite* img_stalactite_broken;
61 Sprite* img_fish_down;
62 Sprite* img_fish_iced;
63 Sprite* img_fish_iced_down;
64 Sprite* img_bouncingsnowball_left;
65 Sprite* img_bouncingsnowball_right;
66 Sprite* img_bouncingsnowball_squished;
67 Sprite* img_flyingsnowball;
68 Sprite* img_flyingsnowball_squished;
69 Sprite* img_spiky_left;
70 Sprite* img_spiky_right;
71 Sprite* img_spiky_iced_left;
72 Sprite* img_spiky_iced_right;
73 Sprite* img_snowball_left;
74 Sprite* img_snowball_right;
75 Sprite* img_snowball_squished_left;
76 Sprite* img_snowball_squished_right;
77 Sprite* img_wingling_left;
79 #define BADGUY_WALK_SPEED .8f
80 #define WINGLING_FLY_SPEED 1.6f
82 BadGuyKind badguykind_from_string(const std::string& str)
84 if (str == "money" || str == "jumpy") // was money in old maps
86 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
87 return BAD_MRICEBLOCK;
88 else if (str == "mrbomb")
90 else if (str == "stalactite")
91 return BAD_STALACTITE;
92 else if (str == "flame")
94 else if (str == "fish")
96 else if (str == "bouncingsnowball")
97 return BAD_BOUNCINGSNOWBALL;
98 else if (str == "flyingsnowball")
99 return BAD_FLYINGSNOWBALL;
100 else if (str == "spiky")
102 else if (str == "snowball" || str == "bsod") // was bsod in old maps
104 else if (str == "wingling")
108 printf("Couldn't convert badguy: '%s'\n", str.c_str());
113 std::string badguykind_to_string(BadGuyKind kind)
135 case BAD_BOUNCINGSNOWBALL:
136 return "bouncingsnowball";
138 case BAD_FLYINGSNOWBALL:
139 return "flyingsnowball";
155 BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
156 LispReader& lispreader)
157 : removable(false), squishcount(0)
159 display_manager.add_drawable(this, LAYER_OBJECTS);
161 lispreader.read_float("x", &start_position.x);
162 lispreader.read_float("y", &start_position.y);
166 stay_on_platform = false;
167 lispreader.read_bool("stay-on-platform", &stay_on_platform);
172 BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
175 display_manager.add_drawable(this, LAYER_OBJECTS);
177 start_position.x = x;
178 start_position.y = y;
179 stay_on_platform = false;
203 animation_offset = 0;
204 target.x = target.y = -1;
205 sprite_left = sprite_right = 0;
207 frozen_timer.init(true);
210 // if we're in a solid tile at start correct that now
211 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
213 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
214 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
215 while(collision_object_map(base))
219 if(World::current()->camera) {
220 Vector scroll = World::current()->camera->get_translation();
222 if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
223 start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
224 start_position.y > scroll.y - Y_OFFSCREEN_DISTANCE &&
225 start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
232 BadGuy::write(LispWriter& writer)
234 writer.start_list(badguykind_to_string(kind));
236 writer.write_float("x", base.x);
237 writer.write_float("y", base.y);
238 writer.write_bool("stay-on-platform", stay_on_platform);
240 writer.end_list(badguykind_to_string(kind));
244 BadGuy::activate(Direction activation_dir)
247 animation_offset = 0;
248 target.x = target.y = -1;
250 frozen_timer.init(true);
253 dir = activation_dir;
254 float dirsign = activation_dir == LEFT ? -1 : 1;
256 if(kind == BAD_MRBOMB) {
257 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
258 set_sprite(img_mrbomb_left, img_mrbomb_right);
259 } else if (kind == BAD_MRICEBLOCK) {
260 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
261 set_sprite(img_mriceblock_left, img_mriceblock_right);
262 } else if(kind == BAD_JUMPY) {
263 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
264 } else if(kind == BAD_BOMB) {
265 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
266 // hack so that the bomb doesn't hurt until it expldes...
267 dying = DYING_SQUISHED;
268 } else if(kind == BAD_FLAME) {
270 physic.enable_gravity(false);
271 set_sprite(img_flame, img_flame);
272 } else if(kind == BAD_BOUNCINGSNOWBALL) {
273 physic.set_velocity(dirsign * 1.3, 0);
274 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
275 } else if(kind == BAD_STALACTITE) {
276 physic.enable_gravity(false);
277 set_sprite(img_stalactite, img_stalactite);
278 } else if(kind == BAD_FISH) {
279 set_sprite(img_fish, img_fish);
280 physic.enable_gravity(true);
281 } else if(kind == BAD_FLYINGSNOWBALL) {
282 set_sprite(img_flyingsnowball, img_flyingsnowball);
283 physic.enable_gravity(false);
284 } else if(kind == BAD_SPIKY) {
285 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
286 set_sprite(img_spiky_left, img_spiky_right);
287 } else if(kind == BAD_SNOWBALL) {
288 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
289 set_sprite(img_snowball_left, img_snowball_right);
290 } else if(kind == BAD_WINGLING) {
291 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
292 physic.enable_gravity(false);
293 set_sprite(img_wingling_left, img_wingling_left);
296 base.x = start_position.x;
297 base.y = start_position.y;
303 BadGuy::action_mriceblock(double elapsed_time)
305 Player& tux = *World::current()->get_tux();
310 /* Move left/right: */
314 physic.apply(elapsed_time, base.x, base.y);
315 if (dying != DYING_FALLING)
316 collision_swept_object_map(&old_base,&base);
318 else if (mode == HELD)
319 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
320 /* If we're holding the iceblock */
324 base.x = tux.base.x + 16;
325 base.y = tux.base.y + tux.base.height/1.5 - base.height;
327 else /* facing left */
329 base.x = tux.base.x - 16;
330 base.y = tux.base.y + tux.base.height/1.5 - base.height;
332 if(collision_object_map(base))
335 base.y = tux.base.y + tux.base.height/1.5 - base.height;
338 if(tux.input.fire != DOWN) /* SHOOT! */
347 tux.kick_timer.start(KICKING_TIME);
348 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
349 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
350 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
357 check_horizontal_bump();
358 if(mode == KICK && changed != dir)
360 float scroll_x = World::current()->camera->get_translation().x;
362 /* handle stereo sound (number 10 should be tweaked...)*/
363 if (base.x < scroll_x + screen->w/2 - 10)
364 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
365 else if (base.x > scroll_x + screen->w/2 + 10)
366 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
368 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
372 /* Handle mode timer: */
378 set_sprite(img_mriceblock_left, img_mriceblock_right);
379 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
385 BadGuy::check_horizontal_bump(bool checkcliff)
387 float halfheight = base.height / 2;
388 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
390 if (kind == BAD_MRICEBLOCK && mode == KICK)
391 World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
394 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
397 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
399 if (kind == BAD_MRICEBLOCK && mode == KICK)
400 World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
403 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
407 // don't check for cliffs when we're falling
410 if(!issolid(base.x + base.width/2, base.y + base.height))
413 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
416 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
419 if(dir == RIGHT && !issolid(base.x + base.width,
420 (int) base.y + base.height + halfheight))
423 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
431 /* Fall if we get off the ground: */
432 if (dying != DYING_FALLING)
434 if (!issolid(base.x+base.width/2, base.y + base.height))
436 // not solid below us? enable gravity
437 physic.enable_gravity(true);
442 if (physic.get_velocity_y() < 0)
444 base.y = int((base.y + base.height)/32) * 32 - base.height;
445 physic.set_velocity_y(0);
447 // no gravity anymore please
448 physic.enable_gravity(false);
450 if (stay_on_platform && mode == NORMAL)
452 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
453 base.y + base.height))
458 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
463 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
471 physic.enable_gravity(true);
476 BadGuy::action_jumpy(double elapsed_time)
478 if(frozen_timer.check())
480 set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
484 const float vy = physic.get_velocity_y();
486 // XXX: These tests *should* use location from ground, not velocity
487 if (fabsf(vy) > 5.6f)
488 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
489 else if (fabsf(vy) > 5.3f)
490 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
492 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
494 Player& tux = *World::current()->get_tux();
496 static const float JUMPV = 6;
499 // jump when on ground
500 if(dying == DYING_NOT && issolid(base.x, base.y+32))
502 physic.set_velocity_y(JUMPV);
503 physic.enable_gravity(true);
507 else if(mode == JUMPY_JUMP)
512 // set direction based on tux
513 if(tux.base.x > base.x)
519 physic.apply(elapsed_time, base.x, base.y);
520 if(dying == DYING_NOT)
521 collision_swept_object_map(&old_base, &base);
525 BadGuy::action_mrbomb(double elapsed_time)
527 if(frozen_timer.check())
529 set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
533 if (dying == DYING_NOT)
534 check_horizontal_bump(true);
538 physic.apply(elapsed_time, base.x, base.y);
539 if (dying != DYING_FALLING)
540 collision_swept_object_map(&old_base,&base);
544 BadGuy::action_bomb(double elapsed_time)
546 static const int TICKINGTIME = 1000;
547 static const int EXPLODETIME = 1000;
553 timer.start(TICKINGTIME);
554 } else if(!timer.check()) {
555 if(mode == BOMB_TICKING) {
557 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
558 dying = DYING_NOT; // now the bomb hurts
559 timer.start(EXPLODETIME);
561 float scroll_x = World::current()->camera->get_translation().x;
563 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
564 if (base.x < scroll_x + screen->w/2 - 10)
565 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
566 else if (base.x > scroll_x + screen->w/2 + 10)
567 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
569 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
571 } else if(mode == BOMB_EXPLODE) {
578 physic.apply(elapsed_time, base.x, base.y);
579 collision_swept_object_map(&old_base,&base);
583 BadGuy::action_stalactite(double elapsed_time)
585 Player& tux = *World::current()->get_tux();
587 static const int SHAKETIME = 800;
588 static const int RANGE = 40;
591 // start shaking when tux is below the stalactite and at least 40 pixels
593 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
594 && tux.base.y + tux.base.height > base.y) {
595 timer.start(SHAKETIME);
596 mode = STALACTITE_SHAKING;
598 } if(mode == STALACTITE_SHAKING) {
599 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
601 mode = STALACTITE_FALL;
603 } else if(mode == STALACTITE_FALL) {
605 /* Destroy if we collides with land */
606 if(issolid(base.x+base.width/2, base.y+base.height))
609 dying = DYING_SQUISHED;
611 set_sprite(img_stalactite_broken, img_stalactite_broken);
613 } else if(mode == FLAT) {
618 physic.apply(elapsed_time, base.x, base.y);
620 if(dying == DYING_SQUISHED && !timer.check())
625 BadGuy::action_flame(double elapsed_time)
627 static const float radius = 100;
628 static const float speed = 0.02;
629 base.x = old_base.x + cos(angle) * radius;
630 base.y = old_base.y + sin(angle) * radius;
632 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
636 BadGuy::action_fish(double elapsed_time)
638 if(frozen_timer.check())
640 if(physic.get_velocity_y() < 0)
641 set_sprite(img_fish_iced_down, img_fish_iced_down);
643 set_sprite(img_fish_iced, img_fish_iced);
648 static const float JUMPV = 6;
649 static const int WAITTIME = 1000;
651 // go in wait mode when back in water
652 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
653 && physic.get_velocity_y() <= 0 && mode == NORMAL)
657 physic.set_velocity(0, 0);
658 physic.enable_gravity(false);
659 timer.start(WAITTIME);
661 else if(mode == FISH_WAIT && !timer.check())
664 set_sprite(img_fish, img_fish);
666 physic.set_velocity(0, JUMPV);
667 physic.enable_gravity(true);
670 physic.apply(elapsed_time, base.x, base.y);
671 if(dying == DYING_NOT)
672 collision_swept_object_map(&old_base, &base);
674 if(physic.get_velocity_y() < 0)
675 set_sprite(img_fish_down, img_fish_down);
679 BadGuy::action_bouncingsnowball(double elapsed_time)
681 static const float JUMPV = 4.5;
685 // jump when on ground
686 if(dying == DYING_NOT && issolid(base.x, base.y+32))
688 physic.set_velocity_y(JUMPV);
689 physic.enable_gravity(true);
696 // check for right/left collisions
697 check_horizontal_bump();
699 physic.apply(elapsed_time, base.x, base.y);
700 if(dying == DYING_NOT)
701 collision_swept_object_map(&old_base, &base);
703 // Handle dying timer:
704 if (dying == DYING_SQUISHED && !timer.check())
709 BadGuy::action_flyingsnowball(double elapsed_time)
711 static const float FLYINGSPEED = 1;
712 static const int DIRCHANGETIME = 1000;
714 // go into flyup mode if none specified yet
715 if(dying == DYING_NOT && mode == NORMAL) {
717 physic.set_velocity_y(FLYINGSPEED);
718 timer.start(DIRCHANGETIME/2);
721 if(dying == DYING_NOT && !timer.check()) {
724 physic.set_velocity_y(-FLYINGSPEED);
725 } else if(mode == FLY_DOWN) {
727 physic.set_velocity_y(FLYINGSPEED);
729 timer.start(DIRCHANGETIME);
732 if(dying != DYING_NOT)
733 physic.enable_gravity(true);
735 physic.apply(elapsed_time, base.x, base.y);
736 if(dying == DYING_NOT || dying == DYING_SQUISHED)
737 collision_swept_object_map(&old_base, &base);
739 // Handle dying timer:
740 if (dying == DYING_SQUISHED && !timer.check())
745 BadGuy::action_spiky(double elapsed_time)
747 if(frozen_timer.check())
749 set_sprite(img_spiky_iced_left, img_spiky_iced_right);
753 if (dying == DYING_NOT)
754 check_horizontal_bump();
758 // jump when we're about to fall
759 if (physic.get_velocity_y() == 0 &&
760 !issolid(base.x+base.width/2, base.y + base.height)) {
761 physic.enable_gravity(true);
762 physic.set_velocity_y(2);
766 physic.apply(elapsed_time, base.x, base.y);
767 if (dying != DYING_FALLING)
768 collision_swept_object_map(&old_base,&base);
772 BadGuy::action_snowball(double elapsed_time)
774 if (dying == DYING_NOT)
775 check_horizontal_bump();
779 physic.apply(elapsed_time, base.x, base.y);
780 if (dying != DYING_FALLING)
781 collision_swept_object_map(&old_base,&base);
783 // Handle dying timer:
784 if (dying == DYING_SQUISHED && !timer.check())
789 BadGuy::action_wingling(double elapsed_time)
791 if (dying != DYING_NOT)
792 physic.enable_gravity(true);
795 Player& tux = *World::current()->get_tux();
796 int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
798 if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
800 if (target.x < 0 && target.y < 0)
802 target.x = tux.base.x;
803 target.y = tux.base.y;
804 physic.set_velocity(dirsign * 1.5f, -2.25f);
807 else if (base.y >= target.y - 16)
808 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
811 physic.apply(elapsed_time, base.x, base.y);
814 // Handle dying timer:
815 if (dying == DYING_SQUISHED && !timer.check())
818 // TODO: Winglings should be removed after flying off the screen
823 BadGuy::action(float elapsed_time)
825 float scroll_x = World::current()->camera->get_translation().x;
826 float scroll_y = World::current()->camera->get_translation().y;
828 // BadGuy fall below the ground
829 if (base.y > World::current()->get_level()->height * 32) {
834 // Kill us if we landed on spikes
835 if (dying == DYING_NOT
836 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
837 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
838 || isspike(base.x, base.y + base.height)
839 || isspike(base.x + base.width, base.y + base.height)))
841 physic.set_velocity_y(3);
846 /* activate badguys if they're just inside the offscreen_distance around the
847 * screen. Don't activate them inside the screen, since that might have the
848 * effect of badguys suddenly popping up from nowhere
850 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
851 start_position.x < scroll_x - base.width)
853 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
854 start_position.y < scroll_y - base.height)
856 else if(start_position.x > scroll_x + screen->w &&
857 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
859 else if(start_position.y > scroll_y + screen->h &&
860 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
863 if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
864 || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
865 || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
866 || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
868 if(dying != DYING_NOT)
879 action_mriceblock(elapsed_time);
883 action_jumpy(elapsed_time);
887 action_mrbomb(elapsed_time);
891 action_bomb(elapsed_time);
895 action_stalactite(elapsed_time);
899 action_flame(elapsed_time);
903 action_fish(elapsed_time);
906 case BAD_BOUNCINGSNOWBALL:
907 action_bouncingsnowball(elapsed_time);
910 case BAD_FLYINGSNOWBALL:
911 action_flyingsnowball(elapsed_time);
915 action_spiky(elapsed_time);
919 action_snowball(elapsed_time);
923 action_wingling(elapsed_time);
932 BadGuy::draw(Camera& viewport, int)
934 float scroll_x = viewport.get_translation().x;
935 float scroll_y = viewport.get_translation().y;
937 // Don't try to draw stuff that is outside of the screen
938 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
941 if(sprite_left == 0 || sprite_right == 0)
946 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
947 sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
950 fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
954 BadGuy::set_sprite(Sprite* left, Sprite* right)
963 // FIXME: Using the image size for the physics and collision is
964 // a bad idea, since images should always overlap there physical
967 if(base.width == 0 && base.height == 0) {
968 base.width = left->get_width();
969 base.height = left->get_height();
970 } else if(base.width != left->get_width() || base.height != left->get_height()) {
971 base.x -= (left->get_width() - base.width) / 2;
972 base.y -= left->get_height() - base.height;
973 base.width = left->get_width();
974 base.height = left->get_height();
978 base.width = base.height = 0;
982 animation_offset = 0;
984 sprite_right = right;
990 // these can't be bumped
991 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
992 || kind == BAD_FLYINGSNOWBALL)
995 physic.set_velocity_y(3);
1000 BadGuy::make_player_jump(Player* player)
1002 player->physic.set_velocity_y(2);
1003 player->base.y = base.y - player->base.height - 2;
1007 BadGuy::squish_me(Player* player)
1009 make_player_jump(player);
1011 World::current()->add_score(Vector(base.x, base.y),
1012 50 * player_status.score_multiplier);
1013 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1014 player_status.score_multiplier++;
1016 dying = DYING_SQUISHED;
1018 physic.set_velocity(0, 0);
1022 BadGuy::squish(Player* player)
1024 static const int MAX_ICEBLOCK_SQUICHES = 10;
1026 if(kind == BAD_MRBOMB) {
1027 // mrbomb transforms into a bomb now
1030 make_player_jump(player);
1031 World::current()->add_score(Vector(base.x, base.y),
1032 50 * player_status.score_multiplier);
1033 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1034 player_status.score_multiplier++;
1037 } else if (kind == BAD_MRICEBLOCK) {
1038 if (mode == NORMAL || mode == KICK)
1041 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
1043 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1044 physic.set_velocity_x(0);
1047 } else if (mode == FLAT) {
1049 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1051 if (player->base.x < base.x + (base.width/2)) {
1052 physic.set_velocity_x(5);
1055 physic.set_velocity_x(-5);
1060 player->kick_timer.start(KICKING_TIME);
1061 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1064 make_player_jump(player);
1066 player_status.score_multiplier++;
1068 // check for maximum number of squishes
1070 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1076 } else if(kind == BAD_FISH) {
1077 // fish can only be killed when falling down
1078 if(physic.get_velocity_y() >= 0)
1081 make_player_jump(player);
1083 World::current()->add_score(Vector(base.x, base.y),
1084 25 * player_status.score_multiplier);
1085 player_status.score_multiplier++;
1087 // simply remove the fish...
1090 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1092 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1094 } else if(kind == BAD_FLYINGSNOWBALL) {
1096 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1098 } else if(kind == BAD_SNOWBALL) {
1100 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1102 } else if(kind == BAD_WINGLING) {
1104 set_sprite(img_wingling_left, img_wingling_left);
1111 BadGuy::kill_me(int score)
1113 if(kind == BAD_BOMB)
1116 dying = DYING_FALLING;
1117 if(kind == BAD_MRICEBLOCK) {
1118 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1121 Player& tux = *World::current()->get_tux();
1122 tux.holding_something = false;
1126 physic.enable_gravity(true);
1128 /* Gain some points: */
1130 World::current()->add_score(Vector(base.x, base.y),
1131 score * player_status.score_multiplier);
1133 /* Play death sound: */
1134 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1140 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1145 BadGuy::collision(const MovingObject&, int)
1151 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1153 BadGuy* pbad_c = NULL;
1154 Bullet* pbullet_c = NULL;
1156 if(type == COLLISION_BUMP) {
1161 if(type == COLLISION_SQUISH) {
1162 Player* player = static_cast<Player*>(p_c_object);
1167 /* COLLISION_NORMAL */
1171 pbullet_c = (Bullet*) p_c_object;
1173 if(pbullet_c->kind == FIRE_BULLET)
1175 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
1178 else if(pbullet_c->kind == ICE_BULLET)
1180 //if(kind == BAD_FLAME)
1183 frozen_timer.start(FROZEN_TIME);
1188 pbad_c = (BadGuy*) p_c_object;
1191 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1192 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1193 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1195 pbad_c->kill_me(25);
1198 // a held mriceblock kills the enemy too but falls to ground then
1199 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1201 pbad_c->kill_me(25);
1205 /* Kill badguys that run into exploding bomb */
1206 else if (kind == BAD_BOMB && dying == DYING_NOT)
1208 if (pbad_c->kind == BAD_MRBOMB)
1210 // mrbomb transforms into a bomb now
1214 else if (pbad_c->kind != BAD_MRBOMB)
1216 pbad_c->kill_me(50);
1220 /* Kill any badguys that get hit by stalactite */
1221 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1223 if (pbad_c->kind == BAD_MRBOMB)
1225 // mrbomb transforms into a bomb now
1230 pbad_c->kill_me(50);
1233 /* When enemies run into eachother, make them change directions */
1236 // Wingling doesn't interact with other badguys
1237 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1240 // Jumpy, fish, flame, stalactites, wingling are exceptions
1241 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1242 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1245 // Bounce off of other badguy if we land on top of him
1246 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1248 if (pbad_c->dir == LEFT)
1251 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1253 else if (pbad_c->dir == RIGHT)
1256 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1261 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1264 if (pbad_c->kind != BAD_FLAME)
1269 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1271 // in case badguys get "jammed"
1272 if (physic.get_velocity_x() != 0)
1273 base.x = pbad_c->base.x + pbad_c->base.width;
1275 else if (dir == RIGHT)
1278 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1287 Player* player = static_cast<Player*>(p_c_object);
1288 /* Get kicked if were flat */
1289 if (mode == FLAT && !dying)
1291 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1293 // Hit from left side
1294 if (player->base.x < base.x) {
1295 physic.set_velocity_x(5);
1298 // Hit from right side
1300 physic.set_velocity_x(-5);
1305 player->kick_timer.start(KICKING_TIME);
1306 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1314 //---------------------------------------------------------------------------
1316 void load_badguy_gfx()
1318 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1319 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1320 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1321 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1322 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1323 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1324 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1325 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1326 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1327 img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1328 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1329 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1330 img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1331 img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1332 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1333 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1334 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1335 img_stalactite = sprite_manager->load("stalactite");
1336 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1337 img_flame = sprite_manager->load("flame");
1338 img_fish = sprite_manager->load("fish");
1339 img_fish_down = sprite_manager->load("fish-down");
1340 img_fish_iced = sprite_manager->load("fish-iced");
1341 img_fish_iced_down = sprite_manager->load("fish-iced-down");
1342 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1343 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1344 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1345 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1346 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1347 img_spiky_left = sprite_manager->load("spiky-left");
1348 img_spiky_right = sprite_manager->load("spiky-right");
1349 img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1350 img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1351 img_snowball_left = sprite_manager->load("snowball-left");
1352 img_snowball_right = sprite_manager->load("snowball-right");
1353 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1354 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1355 img_wingling_left = sprite_manager->load("wingling-left");
1358 void free_badguy_gfx()