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
26 #include "app/globals.h"
28 #include "special/sprite_manager.h"
29 #include "utils/lispwriter.h"
32 #include "resources.h"
38 Sprite* img_mriceblock_flat_left;
39 Sprite* img_mriceblock_flat_right;
40 Sprite* img_mriceblock_falling_left;
41 Sprite* img_mriceblock_falling_right;
42 Sprite* img_mriceblock_left;
43 Sprite* img_mriceblock_right;
44 Sprite* img_jumpy_left_up;
45 Sprite* img_jumpy_left_down;
46 Sprite* img_jumpy_left_middle;
47 Sprite* img_jumpy_left_iced;
48 Sprite* img_mrbomb_left;
49 Sprite* img_mrbomb_right;
50 Sprite* img_mrbomb_iced_left;
51 Sprite* img_mrbomb_iced_right;
52 Sprite* img_mrbomb_ticking_left;
53 Sprite* img_mrbomb_ticking_right;
54 Sprite* img_mrbomb_explosion;
55 Sprite* img_stalactite;
56 Sprite* img_stalactite_broken;
59 Sprite* img_fish_down;
60 Sprite* img_fish_iced;
61 Sprite* img_fish_iced_down;
62 Sprite* img_bouncingsnowball_left;
63 Sprite* img_bouncingsnowball_right;
64 Sprite* img_bouncingsnowball_squished;
65 Sprite* img_flyingsnowball;
66 Sprite* img_flyingsnowball_squished;
67 Sprite* img_spiky_left;
68 Sprite* img_spiky_right;
69 Sprite* img_spiky_iced_left;
70 Sprite* img_spiky_iced_right;
71 Sprite* img_snowball_left;
72 Sprite* img_snowball_right;
73 Sprite* img_snowball_squished_left;
74 Sprite* img_snowball_squished_right;
75 Sprite* img_wingling_left;
76 Sprite* img_walkingtree_left;
77 Sprite* img_walkingtree_left_small;
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")
106 else if (str == "walkingtree")
107 return BAD_WALKINGTREE;
114 std::string badguykind_to_string(BadGuyKind kind)
136 case BAD_BOUNCINGSNOWBALL:
137 return "bouncingsnowball";
139 case BAD_FLYINGSNOWBALL:
140 return "flyingsnowball";
151 case BAD_WALKINGTREE:
152 return "walkingtree";
158 BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
159 : removable(false), squishcount(0)
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(BadGuyKind kind_, float x, float y)
173 : removable(false), squishcount(0)
175 start_position.x = x;
176 start_position.y = y;
177 stay_on_platform = false;
201 animation_offset = 0;
202 target.x = target.y = -1;
203 sprite_left = sprite_right = 0;
205 frozen_timer.init(true);
208 // if we're in a solid tile at start correct that now
209 if(Sector::current()) {
210 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
212 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
213 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
214 while(collision_object_map(base))
218 if(Sector::current()->camera) {
219 Vector scroll = Sector::current()->camera->get_translation();
221 if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
222 start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
223 start_position.y > scroll.y - Y_OFFSCREEN_DISTANCE &&
224 start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
228 if(start_position.x > 0 && start_position.x <= screen->w
229 && start_position.y > 0 && start_position.y <= screen->h)
235 BadGuy::write(LispWriter& writer)
237 writer.start_list(badguykind_to_string(kind));
239 writer.write_float("x", base.x);
240 writer.write_float("y", base.y);
241 writer.write_bool("stay-on-platform", stay_on_platform);
243 writer.end_list(badguykind_to_string(kind));
247 BadGuy::activate(Direction activation_dir)
250 animation_offset = 0;
251 target.x = target.y = -1;
253 frozen_timer.init(true);
256 dir = activation_dir;
257 float dirsign = activation_dir == LEFT ? -1 : 1;
259 if(kind == BAD_MRBOMB) {
260 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
261 set_sprite(img_mrbomb_left, img_mrbomb_right);
262 } else if (kind == BAD_MRICEBLOCK) {
263 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
264 set_sprite(img_mriceblock_left, img_mriceblock_right);
265 } else if(kind == BAD_JUMPY) {
266 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
267 } else if(kind == BAD_BOMB) {
268 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
269 // hack so that the bomb doesn't hurt until it expldes...
270 dying = DYING_SQUISHED;
271 } else if(kind == BAD_FLAME) {
273 physic.enable_gravity(false);
274 set_sprite(img_flame, img_flame);
275 } else if(kind == BAD_BOUNCINGSNOWBALL) {
276 physic.set_velocity(dirsign * 1.3, 0);
277 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
278 } else if(kind == BAD_STALACTITE) {
279 physic.enable_gravity(false);
280 set_sprite(img_stalactite, img_stalactite);
281 } else if(kind == BAD_FISH) {
282 set_sprite(img_fish, img_fish);
283 physic.enable_gravity(true);
284 } else if(kind == BAD_FLYINGSNOWBALL) {
285 set_sprite(img_flyingsnowball, img_flyingsnowball);
286 physic.enable_gravity(false);
287 } else if(kind == BAD_SPIKY) {
288 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
289 set_sprite(img_spiky_left, img_spiky_right);
290 } else if(kind == BAD_SNOWBALL) {
291 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
292 set_sprite(img_snowball_left, img_snowball_right);
293 } else if(kind == BAD_WINGLING) {
294 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
295 physic.enable_gravity(false);
296 set_sprite(img_wingling_left, img_wingling_left);
297 } else if (kind == BAD_WALKINGTREE) {
298 // TODO: why isn't the height/width being set properly in set_sprite?
299 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
301 set_sprite(img_walkingtree_left, img_walkingtree_left);
306 base.x = start_position.x;
307 base.y = start_position.y;
313 BadGuy::action_mriceblock(double elapsed_time)
315 Player& tux = *Sector::current()->player;
320 /* Move left/right: */
324 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
325 if (dying != DYING_FALLING)
326 collision_swept_object_map(&old_base,&base);
328 else if (mode == HELD)
329 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
330 /* If we're holding the iceblock */
334 base.x = tux.base.x + 16;
335 base.y = tux.base.y + tux.base.height/1.5 - base.height;
337 else /* facing left */
339 base.x = tux.base.x - 16;
340 base.y = tux.base.y + tux.base.height/1.5 - base.height;
342 if(collision_object_map(base))
345 base.y = tux.base.y + tux.base.height/1.5 - base.height;
348 if(tux.input.fire != DOWN) /* SHOOT! */
357 tux.kick_timer.start(KICKING_TIME);
358 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
359 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
360 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
367 check_horizontal_bump();
368 if(mode == KICK && changed != dir)
370 SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
374 /* Handle mode timer: */
380 set_sprite(img_mriceblock_left, img_mriceblock_right);
381 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
387 BadGuy::check_horizontal_bump(bool checkcliff)
389 float halfheight = base.height / 2;
390 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
392 if (kind == BAD_MRICEBLOCK && mode == KICK)
393 Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
396 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
399 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
401 if (kind == BAD_MRICEBLOCK && mode == KICK)
402 Sector::current()->trybreakbrick(
403 Vector(base.x + base.width, (int) base.y + halfheight), false);
406 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
410 // don't check for cliffs when we're falling
413 if(!issolid(base.x + base.width/2, base.y + base.height))
416 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
419 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
422 if(dir == RIGHT && !issolid(base.x + base.width,
423 (int) base.y + base.height + halfheight))
426 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
434 /* Fall if we get off the ground: */
435 if (dying != DYING_FALLING)
437 if (!issolid(base.x+base.width/2, base.y + base.height))
439 // not solid below us? enable gravity
440 physic.enable_gravity(true);
445 if (physic.get_velocity_y() < 0)
447 base.y = int((base.y + base.height)/32) * 32 - base.height;
448 physic.set_velocity_y(0);
450 // no gravity anymore please
451 physic.enable_gravity(false);
453 if (stay_on_platform && mode == NORMAL)
455 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
456 base.y + base.height))
461 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
466 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
474 physic.enable_gravity(true);
479 BadGuy::action_jumpy(double elapsed_time)
481 if(frozen_timer.check())
483 set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
487 const float vy = physic.get_velocity_y();
489 // XXX: These tests *should* use location from ground, not velocity
490 if (fabsf(vy) > 5.6f)
491 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
492 else if (fabsf(vy) > 5.3f)
493 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
495 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
497 Player& tux = *Sector::current()->player;
499 static const float JUMPV = 6;
502 // jump when on ground
503 if(dying == DYING_NOT && issolid(base.x, base.y+32))
505 physic.set_velocity_y(JUMPV);
506 physic.enable_gravity(true);
510 else if(mode == JUMPY_JUMP)
515 // set direction based on tux
516 if(tux.base.x > base.x)
522 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
523 if(dying == DYING_NOT)
524 collision_swept_object_map(&old_base, &base);
528 BadGuy::action_mrbomb(double elapsed_time)
530 if(frozen_timer.check())
532 set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
536 if (dying == DYING_NOT)
537 check_horizontal_bump(true);
541 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
542 if (dying != DYING_FALLING)
543 collision_swept_object_map(&old_base,&base);
547 BadGuy::action_bomb(double elapsed_time)
549 static const int TICKINGTIME = 1000;
550 static const int EXPLODETIME = 1000;
556 timer.start(TICKINGTIME);
557 } else if(!timer.check()) {
558 if(mode == BOMB_TICKING) {
560 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
561 dying = DYING_NOT; // now the bomb hurts
562 timer.start(EXPLODETIME);
564 SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
565 } else if(mode == BOMB_EXPLODE) {
572 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
573 collision_swept_object_map(&old_base,&base);
577 BadGuy::action_stalactite(double elapsed_time)
579 Player& tux = *Sector::current()->player;
581 static const int SHAKETIME = 800;
582 static const int RANGE = 40;
585 // start shaking when tux is below the stalactite and at least 40 pixels
587 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
588 && tux.base.y + tux.base.height > base.y
589 && tux.dying == DYING_NOT) {
590 timer.start(SHAKETIME);
591 mode = STALACTITE_SHAKING;
593 } if(mode == STALACTITE_SHAKING) {
594 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
596 mode = STALACTITE_FALL;
598 } else if(mode == STALACTITE_FALL) {
600 /* Destroy if we collides with land */
601 if(issolid(base.x+base.width/2, base.y+base.height))
604 dying = DYING_SQUISHED;
606 set_sprite(img_stalactite_broken, img_stalactite_broken);
608 } else if(mode == FLAT) {
613 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
615 if(dying == DYING_SQUISHED && !timer.check())
620 BadGuy::action_flame(double elapsed_time)
622 static const float radius = 100;
623 static const float speed = 0.02;
624 base.x = old_base.x + cos(angle) * radius;
625 base.y = old_base.y + sin(angle) * radius;
627 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
631 BadGuy::action_fish(double elapsed_time)
633 if(frozen_timer.check())
635 if(physic.get_velocity_y() < 0)
636 set_sprite(img_fish_iced_down, img_fish_iced_down);
638 set_sprite(img_fish_iced, img_fish_iced);
643 static const float JUMPV = 6;
644 static const int WAITTIME = 1000;
646 // go in wait mode when back in water
647 if(dying == DYING_NOT
648 && gettile(base.x, base.y + base.height)
649 && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
650 && physic.get_velocity_y() <= 0 && mode == NORMAL)
654 physic.set_velocity(0, 0);
655 physic.enable_gravity(false);
656 timer.start(WAITTIME);
658 else if(mode == FISH_WAIT && !timer.check())
661 set_sprite(img_fish, img_fish);
663 physic.set_velocity(0, JUMPV);
664 physic.enable_gravity(true);
667 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
668 if(dying == DYING_NOT)
669 collision_swept_object_map(&old_base, &base);
671 if(physic.get_velocity_y() < 0)
672 set_sprite(img_fish_down, img_fish_down);
676 BadGuy::action_bouncingsnowball(double elapsed_time)
678 static const float JUMPV = 4.5;
682 // jump when on ground
683 if(dying == DYING_NOT && issolid(base.x, base.y+32))
685 physic.set_velocity_y(JUMPV);
686 physic.enable_gravity(true);
693 // check for right/left collisions
694 check_horizontal_bump();
696 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
697 if(dying == DYING_NOT)
698 collision_swept_object_map(&old_base, &base);
700 // Handle dying timer:
701 if (dying == DYING_SQUISHED && !timer.check())
706 BadGuy::action_flyingsnowball(double elapsed_time)
708 static const float FLYINGSPEED = 1;
709 static const int DIRCHANGETIME = 1000;
711 // go into flyup mode if none specified yet
712 if(dying == DYING_NOT && mode == NORMAL) {
714 physic.set_velocity_y(FLYINGSPEED);
715 timer.start(DIRCHANGETIME/2);
718 if(dying == DYING_NOT && !timer.check()) {
721 physic.set_velocity_y(-FLYINGSPEED);
722 } else if(mode == FLY_DOWN) {
724 physic.set_velocity_y(FLYINGSPEED);
726 timer.start(DIRCHANGETIME);
729 if(dying != DYING_NOT)
730 physic.enable_gravity(true);
732 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
733 if(dying == DYING_NOT || dying == DYING_SQUISHED)
734 collision_swept_object_map(&old_base, &base);
736 // Handle dying timer:
737 if (dying == DYING_SQUISHED && !timer.check())
742 BadGuy::action_spiky(double elapsed_time)
744 if(frozen_timer.check())
746 set_sprite(img_spiky_iced_left, img_spiky_iced_right);
750 if (dying == DYING_NOT)
751 check_horizontal_bump();
755 // jump when we're about to fall
756 if (physic.get_velocity_y() == 0 &&
757 !issolid(base.x+base.width/2, base.y + base.height)) {
758 physic.enable_gravity(true);
759 physic.set_velocity_y(2);
763 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
764 if (dying != DYING_FALLING)
765 collision_swept_object_map(&old_base,&base);
769 BadGuy::action_snowball(double elapsed_time)
771 if (dying == DYING_NOT)
772 check_horizontal_bump();
776 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
777 if (dying != DYING_FALLING)
778 collision_swept_object_map(&old_base,&base);
780 // Handle dying timer:
781 if (dying == DYING_SQUISHED && !timer.check())
786 BadGuy::action_wingling(double elapsed_time)
788 if (dying != DYING_NOT)
789 physic.enable_gravity(true);
792 Player& tux = *Sector::current()->player;
793 int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
795 if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
797 if (target.x < 0 && target.y < 0)
799 target.x = tux.base.x;
800 target.y = tux.base.y;
801 physic.set_velocity(dirsign * 1.5f, -2.25f);
804 else if (base.y >= target.y - 16)
805 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
808 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
811 // Handle dying timer:
812 if (dying == DYING_SQUISHED && !timer.check())
815 // TODO: Winglings should be removed after flying off the screen
819 BadGuy::action_walkingtree(double elapsed_time)
821 Player& tux = *Sector::current()->player;
822 Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
824 if (dying == DYING_NOT)
825 check_horizontal_bump();
829 if (mode == BGM_BIG && tux.dying == DYING_NOT)
831 if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
834 physic.set_velocity_x(-physic.get_velocity_x());
836 else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
839 physic.set_velocity_x(-physic.get_velocity_x());
844 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
845 if (dying != DYING_FALLING)
846 collision_swept_object_map(&old_base,&base);
848 // Handle dying timer:
849 if (dying == DYING_SQUISHED && !timer.check())
854 BadGuy::action(float elapsed_time)
856 float scroll_x = Sector::current()->camera->get_translation().x;
857 float scroll_y = Sector::current()->camera->get_translation().y;
859 // BadGuy fall below the ground
860 if (base.y > Sector::current()->solids->get_height() * 32) {
865 // Kill us if we landed on spikes
866 if (dying == DYING_NOT
867 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
868 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
869 || isspike(base.x, base.y + base.height)
870 || isspike(base.x + base.width, base.y + base.height)))
872 physic.set_velocity_y(3);
877 /* activate badguys if they're just inside the offscreen_distance around the
878 * screen. Don't activate them inside the screen, since that might have the
879 * effect of badguys suddenly popping up from nowhere
881 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
882 start_position.x < scroll_x - base.width)
884 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
885 start_position.y < scroll_y - base.height)
887 else if(start_position.x > scroll_x + screen->w &&
888 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
890 else if(start_position.y > scroll_y + screen->h &&
891 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
894 if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
895 || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
896 || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
897 || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
899 if(dying != DYING_NOT)
910 action_mriceblock(elapsed_time);
914 action_jumpy(elapsed_time);
918 action_mrbomb(elapsed_time);
922 action_bomb(elapsed_time);
926 action_stalactite(elapsed_time);
930 action_flame(elapsed_time);
934 action_fish(elapsed_time);
937 case BAD_BOUNCINGSNOWBALL:
938 action_bouncingsnowball(elapsed_time);
941 case BAD_FLYINGSNOWBALL:
942 action_flyingsnowball(elapsed_time);
946 action_spiky(elapsed_time);
950 action_snowball(elapsed_time);
954 action_wingling(elapsed_time);
957 case BAD_WALKINGTREE:
958 action_walkingtree(elapsed_time);
967 BadGuy::draw(DrawingContext& context)
969 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
973 if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
974 sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
976 sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
979 context.draw_filled_rect(Vector(base.x, base.y),
980 Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
984 BadGuy::set_sprite(Sprite* left, Sprite* right)
993 // FIXME: Using the image size for the physics and collision is
994 // a bad idea, since images should always overlap there physical
997 if(base.width == 0 && base.height == 0) {
998 base.width = left->get_width();
999 base.height = left->get_height();
1000 } else if(base.width != left->get_width() || base.height != left->get_height()) {
1001 base.x -= (left->get_width() - base.width) / 2;
1002 base.y -= left->get_height() - base.height;
1003 base.width = left->get_width();
1004 base.height = left->get_height();
1008 base.width = base.height = 0;
1012 animation_offset = 0;
1014 sprite_right = right;
1020 // these can't be bumped
1021 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
1022 || kind == BAD_FLYINGSNOWBALL)
1025 physic.set_velocity_y(3);
1030 BadGuy::squish_me(Player* player)
1032 player->bounce(this);
1034 Sector::current()->add_score(Vector(base.x, base.y),
1035 50 * player_status.score_multiplier);
1037 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1038 player_status.score_multiplier++;
1040 dying = DYING_SQUISHED;
1042 physic.set_velocity(0, 0);
1046 BadGuy::squish(Player* player)
1048 static const int MAX_ICEBLOCK_SQUICHES = 10;
1050 if(kind == BAD_MRBOMB) {
1051 // mrbomb transforms into a bomb now
1054 player->bounce(this);
1055 Sector::current()->add_score(Vector(base.x, base.y),
1056 50 * player_status.score_multiplier);
1057 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1058 player_status.score_multiplier++;
1061 } else if (kind == BAD_MRICEBLOCK) {
1062 if (mode == NORMAL || mode == KICK)
1065 SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
1067 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1068 physic.set_velocity_x(0);
1071 } else if (mode == FLAT) {
1073 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1075 if (player->base.x < base.x + (base.width/2)) {
1076 physic.set_velocity_x(5);
1079 physic.set_velocity_x(-5);
1084 player->kick_timer.start(KICKING_TIME);
1085 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1088 player->bounce(this);
1090 player_status.score_multiplier++;
1092 // check for maximum number of squishes
1094 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1100 } else if(kind == BAD_FISH) {
1101 // fish can only be killed when falling down
1102 if(physic.get_velocity_y() >= 0)
1105 player->bounce(this);
1107 Sector::current()->add_score(Vector(base.x, base.y),
1108 25 * player_status.score_multiplier);
1109 player_status.score_multiplier++;
1111 // simply remove the fish...
1114 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1116 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1118 } else if(kind == BAD_FLYINGSNOWBALL) {
1120 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1122 } else if(kind == BAD_SNOWBALL) {
1124 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1126 } else if(kind == BAD_WINGLING) {
1128 set_sprite(img_wingling_left, img_wingling_left);
1129 } else if(kind == BAD_WALKINGTREE) {
1130 if (mode == BGM_BIG)
1132 set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
1133 physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
1134 // XXX magic number: 66 is BGM_BIG height
1136 player->bounce(this);
1137 base.y += 66 - base.height;
1139 Sector::current()->add_score(Vector(base.x, base.y),
1140 25 * player_status.score_multiplier);
1141 player_status.score_multiplier++;
1151 BadGuy::kill_me(int score)
1153 if(kind == BAD_BOMB)
1156 dying = DYING_FALLING;
1157 if(kind == BAD_MRICEBLOCK) {
1158 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1161 Player& tux = *Sector::current()->player;
1162 tux.holding_something = false;
1166 physic.enable_gravity(true);
1168 /* Gain some points: */
1170 Sector::current()->add_score(Vector(base.x, base.y),
1171 score * player_status.score_multiplier);
1173 /* Play death sound: */
1174 SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
1178 BadGuy::explode(bool right_way)
1180 BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1183 badguy->timer.start(0);
1184 badguy->mode = BOMB_TICKING;
1191 BadGuy::collision(const MovingObject&, int)
1197 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1199 BadGuy* pbad_c = NULL;
1200 Bullet* pbullet_c = NULL;
1202 if(type == COLLISION_BUMP) {
1207 if(type == COLLISION_SQUISH) {
1208 Player* player = static_cast<Player*>(p_c_object);
1213 /* COLLISION_NORMAL */
1217 pbullet_c = (Bullet*) p_c_object;
1219 if(pbullet_c->kind == FIRE_BULLET)
1221 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
1224 else if(pbullet_c->kind == ICE_BULLET)
1226 //if(kind == BAD_FLAME)
1229 frozen_timer.start(FROZEN_TIME);
1234 pbad_c = (BadGuy*) p_c_object;
1237 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1238 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1239 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1241 pbad_c->kill_me(25);
1244 // a held mriceblock kills the enemy too but falls to ground then
1245 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1247 pbad_c->kill_me(25);
1251 /* Kill badguys that run into exploding bomb */
1252 else if (kind == BAD_BOMB && dying == DYING_NOT)
1254 if (pbad_c->kind == BAD_MRBOMB)
1256 // mrbomb transforms into a bomb now
1257 pbad_c->explode(true);
1260 else if (pbad_c->kind != BAD_MRBOMB)
1262 pbad_c->kill_me(50);
1266 /* Kill any badguys that get hit by stalactite */
1267 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1269 if (pbad_c->kind == BAD_MRBOMB)
1271 // mrbomb transforms into a bomb now
1272 pbad_c->explode(false);
1276 pbad_c->kill_me(50);
1279 /* When enemies run into eachother, make them change directions */
1282 // Wingling doesn't interact with other badguys
1283 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1286 // Jumpy, fish, flame, stalactites, wingling are exceptions
1287 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1288 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1291 // Bounce off of other badguy if we land on top of him
1292 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1294 if (pbad_c->dir == LEFT)
1297 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1299 else if (pbad_c->dir == RIGHT)
1302 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1307 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1310 if (pbad_c->kind != BAD_FLAME)
1315 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1317 // Put bad guys a part (or they get jammed)
1318 // only needed to do to one of them
1319 base.x = pbad_c->base.x + pbad_c->base.width + 1;
1321 else if (dir == RIGHT)
1324 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1333 Player* player = static_cast<Player*>(p_c_object);
1334 /* Get kicked if were flat */
1335 if (mode == FLAT && !dying)
1337 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1339 // Hit from left side
1340 if (player->base.x < base.x) {
1341 physic.set_velocity_x(5);
1344 // Hit from right side
1346 physic.set_velocity_x(-5);
1351 player->kick_timer.start(KICKING_TIME);
1352 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1360 //---------------------------------------------------------------------------
1362 void load_badguy_gfx()
1364 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1365 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1366 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1367 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1368 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1369 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1370 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1371 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1372 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1373 img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1374 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1375 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1376 img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1377 img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1378 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1379 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1380 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1381 img_stalactite = sprite_manager->load("stalactite");
1382 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1383 img_flame = sprite_manager->load("flame");
1384 img_fish = sprite_manager->load("fish");
1385 img_fish_down = sprite_manager->load("fish-down");
1386 img_fish_iced = sprite_manager->load("fish-iced");
1387 img_fish_iced_down = sprite_manager->load("fish-iced-down");
1388 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1389 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1390 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1391 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1392 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1393 img_spiky_left = sprite_manager->load("spiky-left");
1394 img_spiky_right = sprite_manager->load("spiky-right");
1395 img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1396 img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1397 img_snowball_left = sprite_manager->load("snowball-left");
1398 img_snowball_right = sprite_manager->load("snowball-right");
1399 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1400 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1401 img_wingling_left = sprite_manager->load("wingling-left");
1402 img_walkingtree_left = sprite_manager->load("walkingtree-left");
1403 img_walkingtree_left_small = sprite_manager->load("walkingtree-left-small");
1406 void free_badguy_gfx()