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;
78 #define BADGUY_WALK_SPEED .8f
80 BadGuyKind badguykind_from_string(const std::string& str)
82 if (str == "money" || str == "jumpy") // was money in old maps
84 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
85 return BAD_MRICEBLOCK;
86 else if (str == "mrbomb")
88 else if (str == "stalactite")
89 return BAD_STALACTITE;
90 else if (str == "flame")
92 else if (str == "fish")
94 else if (str == "bouncingsnowball")
95 return BAD_BOUNCINGSNOWBALL;
96 else if (str == "flyingsnowball")
97 return BAD_FLYINGSNOWBALL;
98 else if (str == "spiky")
100 else if (str == "snowball" || str == "bsod") // was bsod in old maps
104 printf("Couldn't convert badguy: '%s'\n", str.c_str());
109 std::string badguykind_to_string(BadGuyKind kind)
131 case BAD_BOUNCINGSNOWBALL:
132 return "bouncingsnowball";
134 case BAD_FLYINGSNOWBALL:
135 return "flyingsnowball";
148 BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
149 LispReader& lispreader)
150 : removable(false), squishcount(0)
152 display_manager.add_drawable(this, LAYER_OBJECTS);
156 lispreader.read_float("x", &base.x);
157 lispreader.read_float("y", &base.y);
163 stay_on_platform = false;
164 lispreader.read_bool("stay-on-platform", &stay_on_platform);
169 BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
172 display_manager.add_drawable(this, LAYER_OBJECTS);
178 stay_on_platform = false;
197 frozen_timer.init(true);
198 animation_offset = 0;
199 sprite_left = sprite_right = 0;
203 if(kind == BAD_MRBOMB) {
204 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
205 set_sprite(img_mrbomb_left, img_mrbomb_right);
206 } else if (kind == BAD_MRICEBLOCK) {
207 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
208 set_sprite(img_mriceblock_left, img_mriceblock_right);
209 } else if(kind == BAD_JUMPY) {
210 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
211 } else if(kind == BAD_BOMB) {
212 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
213 // hack so that the bomb doesn't hurt until it expldes...
214 dying = DYING_SQUISHED;
215 } else if(kind == BAD_FLAME) {
217 physic.enable_gravity(false);
218 set_sprite(img_flame, img_flame);
219 } else if(kind == BAD_BOUNCINGSNOWBALL) {
220 physic.set_velocity(-1.3, 0);
221 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
222 } else if(kind == BAD_STALACTITE) {
223 physic.enable_gravity(false);
224 set_sprite(img_stalactite, img_stalactite);
225 } else if(kind == BAD_FISH) {
226 set_sprite(img_fish, img_fish);
227 physic.enable_gravity(true);
228 } else if(kind == BAD_FLYINGSNOWBALL) {
229 set_sprite(img_flyingsnowball, img_flyingsnowball);
230 physic.enable_gravity(false);
231 } else if(kind == BAD_SPIKY) {
232 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
233 set_sprite(img_spiky_left, img_spiky_right);
234 } else if(kind == BAD_SNOWBALL) {
235 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
236 set_sprite(img_snowball_left, img_snowball_right);
239 // if we're in a solid tile at start correct that now
240 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
242 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
243 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
244 while(collision_object_map(base))
250 BadGuy::write(LispWriter& writer)
252 writer.start_list(badguykind_to_string(kind));
254 writer.write_float("x", base.x);
255 writer.write_float("y", base.y);
256 writer.write_bool("stay-on-platform", stay_on_platform);
258 writer.end_list(badguykind_to_string(kind));
262 BadGuy::action_mriceblock(double elapsed_time)
264 Player& tux = *World::current()->get_tux();
269 /* Move left/right: */
273 physic.apply(elapsed_time, base.x, base.y);
274 if (dying != DYING_FALLING)
275 collision_swept_object_map(&old_base,&base);
277 else if (mode == HELD)
278 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
279 /* If we're holding the iceblock */
283 base.x = tux.base.x + 16;
284 base.y = tux.base.y + tux.base.height/1.5 - base.height;
286 else /* facing left */
288 base.x = tux.base.x - 16;
289 base.y = tux.base.y + tux.base.height/1.5 - base.height;
291 if(collision_object_map(base))
294 base.y = tux.base.y + tux.base.height/1.5 - base.height;
297 if(tux.input.fire != DOWN) /* SHOOT! */
306 tux.kick_timer.start(KICKING_TIME);
307 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
308 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
309 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
316 check_horizontal_bump();
317 if(mode == KICK && changed != dir)
319 float scroll_x = World::current()->displaymanager
320 .get_viewport().get_translation().x;
322 /* handle stereo sound (number 10 should be tweaked...)*/
323 if (base.x < scroll_x + screen->w/2 - 10)
324 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
325 else if (base.x > scroll_x + screen->w/2 + 10)
326 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
328 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
332 /* Handle mode timer: */
338 set_sprite(img_mriceblock_left, img_mriceblock_right);
339 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
345 BadGuy::check_horizontal_bump(bool checkcliff)
347 float halfheight = base.height / 2;
348 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
350 if (kind == BAD_MRICEBLOCK && mode == KICK)
351 World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
354 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
357 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
359 if (kind == BAD_MRICEBLOCK && mode == KICK)
360 World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
363 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
367 // don't check for cliffs when we're falling
370 if(!issolid(base.x + base.width/2, base.y + base.height))
373 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
376 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
379 if(dir == RIGHT && !issolid(base.x + base.width,
380 (int) base.y + base.height + halfheight))
383 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
391 /* Fall if we get off the ground: */
392 if (dying != DYING_FALLING)
394 if (!issolid(base.x+base.width/2, base.y + base.height))
396 // not solid below us? enable gravity
397 physic.enable_gravity(true);
402 if (physic.get_velocity_y() < 0)
404 base.y = int((base.y + base.height)/32) * 32 - base.height;
405 physic.set_velocity_y(0);
407 // no gravity anymore please
408 physic.enable_gravity(false);
410 if (stay_on_platform && mode == NORMAL)
412 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
413 base.y + base.height))
418 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
423 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
431 physic.enable_gravity(true);
436 BadGuy::action_jumpy(double elapsed_time)
438 if(frozen_timer.check())
440 set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
444 const float vy = physic.get_velocity_y();
446 // XXX: These tests *should* use location from ground, not velocity
447 if (fabsf(vy) > 5.6f)
448 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
449 else if (fabsf(vy) > 5.3f)
450 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
452 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
454 Player& tux = *World::current()->get_tux();
456 static const float JUMPV = 6;
459 // jump when on ground
460 if(dying == DYING_NOT && issolid(base.x, base.y+32))
462 physic.set_velocity_y(JUMPV);
463 physic.enable_gravity(true);
467 else if(mode == JUMPY_JUMP)
472 // set direction based on tux
473 if(tux.base.x > base.x)
479 physic.apply(elapsed_time, base.x, base.y);
480 if(dying == DYING_NOT)
481 collision_swept_object_map(&old_base, &base);
485 BadGuy::action_mrbomb(double elapsed_time)
487 if(frozen_timer.check())
489 set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
493 if (dying == DYING_NOT)
494 check_horizontal_bump(true);
498 physic.apply(elapsed_time, base.x, base.y);
499 if (dying != DYING_FALLING)
500 collision_swept_object_map(&old_base,&base);
504 BadGuy::action_bomb(double elapsed_time)
506 static const int TICKINGTIME = 1000;
507 static const int EXPLODETIME = 1000;
513 timer.start(TICKINGTIME);
514 } else if(!timer.check()) {
515 if(mode == BOMB_TICKING) {
517 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
518 dying = DYING_NOT; // now the bomb hurts
519 timer.start(EXPLODETIME);
521 float scroll_x = World::current()->displaymanager
522 .get_viewport().get_translation().x;
524 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
525 if (base.x < scroll_x + screen->w/2 - 10)
526 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
527 else if (base.x > scroll_x + screen->w/2 + 10)
528 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
530 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
532 } else if(mode == BOMB_EXPLODE) {
539 physic.apply(elapsed_time, base.x, base.y);
540 collision_swept_object_map(&old_base,&base);
544 BadGuy::action_stalactite(double elapsed_time)
546 Player& tux = *World::current()->get_tux();
548 static const int SHAKETIME = 800;
549 static const int RANGE = 40;
552 // start shaking when tux is below the stalactite and at least 40 pixels
554 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
555 && tux.base.y + tux.base.height > base.y) {
556 timer.start(SHAKETIME);
557 mode = STALACTITE_SHAKING;
559 } if(mode == STALACTITE_SHAKING) {
560 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
562 mode = STALACTITE_FALL;
564 } else if(mode == STALACTITE_FALL) {
566 /* Destroy if we collides with land */
567 if(issolid(base.x+base.width/2, base.y+base.height))
570 dying = DYING_SQUISHED;
572 set_sprite(img_stalactite_broken, img_stalactite_broken);
574 } else if(mode == FLAT) {
579 physic.apply(elapsed_time, base.x, base.y);
581 if(dying == DYING_SQUISHED && !timer.check())
586 BadGuy::action_flame(double elapsed_time)
588 static const float radius = 100;
589 static const float speed = 0.02;
590 base.x = old_base.x + cos(angle) * radius;
591 base.y = old_base.y + sin(angle) * radius;
593 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
597 BadGuy::action_fish(double elapsed_time)
599 if(frozen_timer.check())
601 if(physic.get_velocity_y() < 0)
602 set_sprite(img_fish_iced_down, img_fish_iced_down);
604 set_sprite(img_fish_iced, img_fish_iced);
609 static const float JUMPV = 6;
610 static const int WAITTIME = 1000;
612 // go in wait mode when back in water
613 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
614 && physic.get_velocity_y() <= 0 && mode == NORMAL)
618 physic.set_velocity(0, 0);
619 physic.enable_gravity(false);
620 timer.start(WAITTIME);
622 else if(mode == FISH_WAIT && !timer.check())
625 set_sprite(img_fish, img_fish);
627 physic.set_velocity(0, JUMPV);
628 physic.enable_gravity(true);
631 physic.apply(elapsed_time, base.x, base.y);
632 if(dying == DYING_NOT)
633 collision_swept_object_map(&old_base, &base);
635 if(physic.get_velocity_y() < 0)
636 set_sprite(img_fish_down, img_fish_down);
640 BadGuy::action_bouncingsnowball(double elapsed_time)
642 static const float JUMPV = 4.5;
646 // jump when on ground
647 if(dying == DYING_NOT && issolid(base.x, base.y+32))
649 physic.set_velocity_y(JUMPV);
650 physic.enable_gravity(true);
657 // check for right/left collisions
658 check_horizontal_bump();
660 physic.apply(elapsed_time, base.x, base.y);
661 if(dying == DYING_NOT)
662 collision_swept_object_map(&old_base, &base);
664 // Handle dying timer:
665 if (dying == DYING_SQUISHED && !timer.check())
667 /* Remove it if time's up: */
674 BadGuy::action_flyingsnowball(double elapsed_time)
676 static const float FLYINGSPEED = 1;
677 static const int DIRCHANGETIME = 1000;
679 // go into flyup mode if none specified yet
680 if(dying == DYING_NOT && mode == NORMAL) {
682 physic.set_velocity_y(FLYINGSPEED);
683 timer.start(DIRCHANGETIME/2);
686 if(dying == DYING_NOT && !timer.check()) {
689 physic.set_velocity_y(-FLYINGSPEED);
690 } else if(mode == FLY_DOWN) {
692 physic.set_velocity_y(FLYINGSPEED);
694 timer.start(DIRCHANGETIME);
697 if(dying != DYING_NOT)
698 physic.enable_gravity(true);
700 physic.apply(elapsed_time, base.x, base.y);
701 if(dying == DYING_NOT || dying == DYING_SQUISHED)
702 collision_swept_object_map(&old_base, &base);
704 // Handle dying timer:
705 if (dying == DYING_SQUISHED && !timer.check())
707 /* Remove it if time's up: */
714 BadGuy::action_spiky(double elapsed_time)
716 if(frozen_timer.check())
718 set_sprite(img_spiky_iced_left, img_spiky_iced_right);
722 if (dying == DYING_NOT)
723 check_horizontal_bump();
727 // jump when we're about to fall
728 if (physic.get_velocity_y() == 0 &&
729 !issolid(base.x+base.width/2, base.y + base.height)) {
730 physic.enable_gravity(true);
731 physic.set_velocity_y(2);
735 physic.apply(elapsed_time, base.x, base.y);
736 if (dying != DYING_FALLING)
737 collision_swept_object_map(&old_base,&base);
741 BadGuy::action_snowball(double elapsed_time)
743 if (dying == DYING_NOT)
744 check_horizontal_bump();
748 physic.apply(elapsed_time, base.x, base.y);
749 if (dying != DYING_FALLING)
750 collision_swept_object_map(&old_base,&base);
754 BadGuy::action(float elapsed_time)
756 float scroll_x = World::current()->displaymanager
757 .get_viewport().get_translation().x;
759 // Remove if it's far off the screen:
760 if (base.x < scroll_x - OFFSCREEN_DISTANCE)
766 // BadGuy fall below the ground
767 if (base.y > World::current()->get_level()->height * 32) {
772 // Kill us if we landed on spikes
773 if (dying == DYING_NOT
774 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
775 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
776 || isspike(base.x, base.y + base.height)
777 || isspike(base.x + base.width, base.y + base.height)))
779 physic.set_velocity_y(3);
783 // Once it's on screen, it's activated!
784 if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
793 action_mriceblock(elapsed_time);
797 action_jumpy(elapsed_time);
801 action_mrbomb(elapsed_time);
805 action_bomb(elapsed_time);
809 action_stalactite(elapsed_time);
813 action_flame(elapsed_time);
817 action_fish(elapsed_time);
820 case BAD_BOUNCINGSNOWBALL:
821 action_bouncingsnowball(elapsed_time);
824 case BAD_FLYINGSNOWBALL:
825 action_flyingsnowball(elapsed_time);
829 action_spiky(elapsed_time);
833 action_snowball(elapsed_time);
841 BadGuy::draw(ViewPort& viewport, int)
843 float scroll_x = viewport.get_translation().x;
844 float scroll_y = viewport.get_translation().y;
846 // Don't try to draw stuff that is outside of the screen
847 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
850 if(sprite_left == 0 || sprite_right == 0)
855 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
856 sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
859 fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
863 BadGuy::set_sprite(Sprite* left, Sprite* right)
872 // FIXME: Using the image size for the physics and collision is
873 // a bad idea, since images should always overlap there physical
876 if(base.width == 0 && base.height == 0) {
877 base.width = left->get_width();
878 base.height = left->get_height();
879 } else if(base.width != left->get_width() || base.height != left->get_height()) {
880 base.x -= (left->get_width() - base.width) / 2;
881 base.y -= left->get_height() - base.height;
882 base.width = left->get_width();
883 base.height = left->get_height();
887 base.width = base.height = 0;
891 animation_offset = 0;
893 sprite_right = right;
899 // these can't be bumped
900 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
901 || kind == BAD_FLYINGSNOWBALL)
904 physic.set_velocity_y(3);
909 BadGuy::make_player_jump(Player* player)
911 player->physic.set_velocity_y(2);
912 player->base.y = base.y - player->base.height - 2;
916 BadGuy::squish_me(Player* player)
918 make_player_jump(player);
920 World::current()->add_score(Vector(base.x, base.y),
921 50 * player_status.score_multiplier);
922 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
923 player_status.score_multiplier++;
925 dying = DYING_SQUISHED;
927 physic.set_velocity(0, 0);
931 BadGuy::squish(Player* player)
933 static const int MAX_ICEBLOCK_SQUICHES = 10;
935 if(kind == BAD_MRBOMB) {
936 // mrbomb transforms into a bomb now
939 make_player_jump(player);
940 World::current()->add_score(Vector(base.x, base.y),
941 50 * player_status.score_multiplier);
942 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
943 player_status.score_multiplier++;
946 } else if (kind == BAD_MRICEBLOCK) {
947 if (mode == NORMAL || mode == KICK)
950 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
952 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
953 physic.set_velocity_x(0);
956 } else if (mode == FLAT) {
958 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
960 if (player->base.x < base.x + (base.width/2)) {
961 physic.set_velocity_x(5);
964 physic.set_velocity_x(-5);
969 player->kick_timer.start(KICKING_TIME);
970 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
973 make_player_jump(player);
975 player_status.score_multiplier++;
977 // check for maximum number of squiches
979 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
985 } else if(kind == BAD_FISH) {
986 // fish can only be killed when falling down
987 if(physic.get_velocity_y() >= 0)
990 make_player_jump(player);
992 World::current()->add_score(Vector(base.x, base.y),
993 25 * player_status.score_multiplier);
994 player_status.score_multiplier++;
996 // simply remove the fish...
999 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1001 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1003 } else if(kind == BAD_FLYINGSNOWBALL) {
1005 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1007 } else if(kind == BAD_SNOWBALL) {
1009 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1015 BadGuy::kill_me(int score)
1017 if(kind == BAD_BOMB)
1020 dying = DYING_FALLING;
1021 if(kind == BAD_MRICEBLOCK) {
1022 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1025 Player& tux = *World::current()->get_tux();
1026 tux.holding_something = false;
1030 physic.enable_gravity(true);
1032 /* Gain some points: */
1034 World::current()->add_score(Vector(base.x, base.y),
1035 score * player_status.score_multiplier);
1037 /* Play death sound: */
1038 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1044 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1049 BadGuy::collision(const MovingObject&, int)
1055 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1057 BadGuy* pbad_c = NULL;
1058 Bullet* pbullet_c = NULL;
1060 if(type == COLLISION_BUMP) {
1065 if(type == COLLISION_SQUISH) {
1066 Player* player = static_cast<Player*>(p_c_object);
1071 /* COLLISION_NORMAL */
1075 pbullet_c = (Bullet*) p_c_object;
1077 if(pbullet_c->kind == FIRE_BULLET)
1079 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
1082 else if(pbullet_c->kind == ICE_BULLET)
1084 //if(kind == BAD_FLAME)
1087 frozen_timer.start(FROZEN_TIME);
1092 pbad_c = (BadGuy*) p_c_object;
1094 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1095 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1096 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1098 pbad_c->kill_me(25);
1101 // a held mriceblock kills the enemy too but falls to ground then
1102 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1104 pbad_c->kill_me(25);
1108 /* Kill badguys that run into exploding bomb */
1109 else if (kind == BAD_BOMB && dying == DYING_NOT)
1111 if (pbad_c->kind == BAD_MRBOMB)
1113 // mrbomb transforms into a bomb now
1117 else if (pbad_c->kind != BAD_MRBOMB)
1119 pbad_c->kill_me(50);
1123 /* Kill any badguys that get hit by stalactite */
1124 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1126 if (pbad_c->kind == BAD_MRBOMB)
1128 // mrbomb transforms into a bomb now
1133 pbad_c->kill_me(50);
1136 /* When enemies run into eachother, make them change directions */
1139 // Jumpy, fish, flame, stalactites are exceptions
1140 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1141 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1144 // Bounce off of other badguy if we land on top of him
1145 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1147 if (pbad_c->dir == LEFT)
1150 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1152 else if (pbad_c->dir == RIGHT)
1155 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1160 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1163 if (pbad_c->kind != BAD_FLAME)
1168 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1170 // in case badguys get "jammed"
1171 if (physic.get_velocity_x() != 0)
1172 base.x = pbad_c->base.x + pbad_c->base.width;
1174 else if (dir == RIGHT)
1177 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1186 Player* player = static_cast<Player*>(p_c_object);
1187 /* Get kicked if were flat */
1188 if (mode == FLAT && !dying)
1190 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1192 // Hit from left side
1193 if (player->base.x < base.x) {
1194 physic.set_velocity_x(5);
1197 // Hit from right side
1199 physic.set_velocity_x(-5);
1204 player->kick_timer.start(KICKING_TIME);
1205 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1213 //---------------------------------------------------------------------------
1215 void load_badguy_gfx()
1217 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1218 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1219 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1220 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1221 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1222 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1223 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1224 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1225 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1226 img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1227 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1228 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1229 img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1230 img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1231 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1232 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1233 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1234 img_stalactite = sprite_manager->load("stalactite");
1235 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1236 img_flame = sprite_manager->load("flame");
1237 img_fish = sprite_manager->load("fish");
1238 img_fish_down = sprite_manager->load("fish-down");
1239 img_fish_iced = sprite_manager->load("fish-iced");
1240 img_fish_iced_down = sprite_manager->load("fish-iced-down");
1241 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1242 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1243 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1244 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1245 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1246 img_spiky_left = sprite_manager->load("spiky-left");
1247 img_spiky_right = sprite_manager->load("spiky-right");
1248 img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1249 img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1250 img_snowball_left = sprite_manager->load("snowball-left");
1251 img_snowball_right = sprite_manager->load("snowball-right");
1252 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1253 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1256 void free_badguy_gfx()