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 Sprite* img_bsod_squished_left;
37 Sprite* img_bsod_squished_right;
38 Sprite* img_bsod_falling_left;
39 Sprite* img_bsod_falling_right;
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_bsod_left;
45 Sprite* img_bsod_right;
46 Sprite* img_mriceblock_left;
47 Sprite* img_mriceblock_right;
48 Sprite* img_jumpy_left_up;
49 Sprite* img_jumpy_left_down;
50 Sprite* img_jumpy_left_middle;
51 Sprite* img_mrbomb_left;
52 Sprite* img_mrbomb_right;
53 Sprite* img_mrbomb_ticking_left;
54 Sprite* img_mrbomb_ticking_right;
55 Sprite* img_mrbomb_explosion;
56 Sprite* img_stalactite;
57 Sprite* img_stalactite_broken;
60 Sprite* img_fish_down;
61 Sprite* img_bouncingsnowball_left;
62 Sprite* img_bouncingsnowball_right;
63 Sprite* img_bouncingsnowball_squished;
64 Sprite* img_flyingsnowball;
65 Sprite* img_flyingsnowball_squished;
66 Sprite* img_spiky_left;
67 Sprite* img_spiky_right;
68 Sprite* img_snowball_left;
69 Sprite* img_snowball_right;
70 Sprite* img_snowball_squished_left;
71 Sprite* img_snowball_squished_right;
73 #define BADGUY_WALK_SPEED .8f
75 BadGuyKind badguykind_from_string(const std::string& str)
77 if (str == "money" || str == "jumpy") // was money in old maps
79 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
80 return BAD_MRICEBLOCK;
81 else if (str == "bsod")
83 else if (str == "mrbomb")
85 else if (str == "stalactite")
86 return BAD_STALACTITE;
87 else if (str == "flame")
89 else if (str == "fish")
91 else if (str == "bouncingsnowball")
92 return BAD_BOUNCINGSNOWBALL;
93 else if (str == "flyingsnowball")
94 return BAD_FLYINGSNOWBALL;
95 else if (str == "spiky")
97 else if (str == "snowball")
101 printf("Couldn't convert badguy: '%s'\n", str.c_str());
106 std::string badguykind_to_string(BadGuyKind kind)
131 case BAD_BOUNCINGSNOWBALL:
132 return "bouncingsnowball";
134 case BAD_FLYINGSNOWBALL:
135 return "flyingsnowball";
148 BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
149 : removable(false), squishcount(0)
158 stay_on_platform = stay_on_platform_;
165 animation_offset = 0;
166 sprite_left = sprite_right = 0;
170 if(kind == BAD_BSOD) {
171 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
172 set_sprite(img_bsod_left, img_bsod_right);
173 } else if(kind == BAD_MRBOMB) {
174 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
175 set_sprite(img_mrbomb_left, img_mrbomb_right);
176 } else if (kind == BAD_MRICEBLOCK) {
177 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
178 set_sprite(img_mriceblock_left, img_mriceblock_right);
179 } else if(kind == BAD_JUMPY) {
180 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
181 } else if(kind == BAD_BOMB) {
182 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
183 // hack so that the bomb doesn't hurt until it expldes...
184 dying = DYING_SQUISHED;
185 } else if(kind == BAD_FLAME) {
186 base.ym = 0; // we misuse base.ym as angle for the flame
187 physic.enable_gravity(false);
188 set_sprite(img_flame, img_flame);
189 } else if(kind == BAD_BOUNCINGSNOWBALL) {
190 physic.set_velocity(-1.3, 0);
191 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
192 } else if(kind == BAD_STALACTITE) {
193 physic.enable_gravity(false);
194 set_sprite(img_stalactite, img_stalactite);
195 } else if(kind == BAD_FISH) {
196 set_sprite(img_fish, img_fish);
197 physic.enable_gravity(true);
198 } else if(kind == BAD_FLYINGSNOWBALL) {
199 set_sprite(img_flyingsnowball, img_flyingsnowball);
200 physic.enable_gravity(false);
201 } else if(kind == BAD_SPIKY) {
202 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
203 set_sprite(img_spiky_left, img_spiky_right);
204 } else if(kind == BAD_SNOWBALL) {
205 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
206 set_sprite(img_snowball_left, img_snowball_right);
209 // if we're in a solid tile at start correct that now
210 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) {
211 printf("Warning: badguy started in wall!.\n");
212 while(collision_object_map(base))
218 BadGuy::action_bsod(float frame_ratio)
220 static const float BSODJUMP = 2;
222 if (dying == DYING_NOT)
223 check_horizontal_bump();
227 // jump when we're about to fall
228 if (physic.get_velocity_y() == 0 &&
229 !issolid(base.x+base.width/2, base.y + base.height))
231 physic.enable_gravity(true);
232 physic.set_velocity(physic.get_velocity_x(), BSODJUMP);
235 // Handle dying timer:
236 if (dying == DYING_SQUISHED && !timer.check())
238 /* Remove it if time's up: */
244 physic.apply(frame_ratio, base.x, base.y);
245 if(dying != DYING_FALLING)
246 collision_swept_object_map(&old_base, &base);
250 BadGuy::action_mriceblock(float frame_ratio)
252 Player& tux = *World::current()->get_tux();
254 if(dying == DYING_NOT)
257 /* Move left/right: */
258 if (mode == NORMAL || mode == KICK)
261 physic.apply(frame_ratio, base.x, base.y);
262 if (dying != DYING_FALLING)
263 collision_swept_object_map(&old_base,&base);
265 else if (mode == HELD)
266 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
267 /* If we're holding the iceblock */
271 base.x = tux.base.x + 16;
272 base.y = tux.base.y + tux.base.height/1.5 - base.height;
274 else /* facing left */
276 base.x = tux.base.x - 16;
277 base.y = tux.base.y + tux.base.height/1.5 - base.height;
279 if(collision_object_map(base))
282 base.y = tux.base.y + tux.base.height/1.5 - base.height;
285 if(tux.input.fire != DOWN) /* SHOOT! */
294 tux.kick_timer.start(KICKING_TIME);
295 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
296 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
297 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
304 check_horizontal_bump();
305 if(mode == KICK && changed != dir)
307 /* handle stereo sound (number 10 should be tweaked...)*/
308 if (base.x < scroll_x + screen->w/2 - 10)
309 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
310 else if (base.x > scroll_x + screen->w/2 + 10)
311 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
313 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
317 /* Handle mode timer: */
323 set_sprite(img_mriceblock_left, img_mriceblock_right);
324 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
330 BadGuy::check_horizontal_bump(bool checkcliff)
332 float halfheight = base.height / 2;
333 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
336 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
339 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
342 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
346 // don't check for cliffs when we're falling
349 if(!issolid(base.x + base.width/2, base.y + base.height))
352 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
355 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
358 if(dir == RIGHT && !issolid(base.x + base.width,
359 (int) base.y + base.height + halfheight))
362 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
370 /* Fall if we get off the ground: */
371 if (dying != DYING_FALLING)
373 if (!issolid(base.x+base.width/2, base.y + base.height))
375 // not solid below us? enable gravity
376 physic.enable_gravity(true);
381 if (physic.get_velocity_y() < 0)
383 base.y = int((base.y + base.height)/32) * 32 - base.height;
384 physic.set_velocity_y(0);
386 // no gravity anymore please
387 physic.enable_gravity(false);
389 if (stay_on_platform && mode == NORMAL)
391 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
392 base.y + base.height))
394 physic.set_velocity_x(-physic.get_velocity_x());
405 physic.enable_gravity(true);
416 BadGuy::action_jumpy(float frame_ratio)
418 if (fabsf(physic.get_velocity_y()) < 2.5f)
419 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
420 else if (physic.get_velocity_y() < 0)
421 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
423 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
425 Player& tux = *World::current()->get_tux();
427 static const float JUMPV = 6;
430 // jump when on ground
431 if(dying == DYING_NOT && issolid(base.x, base.y+32))
433 physic.set_velocity_y(JUMPV);
434 physic.enable_gravity(true);
438 else if(mode == JUMPY_JUMP)
443 // set direction based on tux
444 if(tux.base.x > base.x)
450 physic.apply(frame_ratio, base.x, base.y);
451 if(dying == DYING_NOT)
452 collision_swept_object_map(&old_base, &base);
456 BadGuy::action_mrbomb(float frame_ratio)
458 if (dying == DYING_NOT)
459 check_horizontal_bump(true);
463 physic.apply(frame_ratio, base.x, base.y);
464 if (dying != DYING_FALLING)
465 collision_swept_object_map(&old_base,&base);
469 BadGuy::action_bomb(float frame_ratio)
471 static const int TICKINGTIME = 1000;
472 static const int EXPLODETIME = 1000;
478 timer.start(TICKINGTIME);
479 } else if(!timer.check()) {
480 if(mode == BOMB_TICKING) {
482 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
483 dying = DYING_NOT; // now the bomb hurts
484 timer.start(EXPLODETIME);
486 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
487 if (base.x < scroll_x + screen->w/2 - 10)
488 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
489 else if (base.x > scroll_x + screen->w/2 + 10)
490 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
492 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
494 } else if(mode == BOMB_EXPLODE) {
501 physic.apply(frame_ratio, base.x, base.y);
502 collision_swept_object_map(&old_base,&base);
506 BadGuy::action_stalactite(float frame_ratio)
508 Player& tux = *World::current()->get_tux();
510 static const int SHAKETIME = 800;
511 static const int RANGE = 40;
514 // start shaking when tux is below the stalactite and at least 40 pixels
516 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
517 && tux.base.y + tux.base.height > base.y) {
518 timer.start(SHAKETIME);
519 mode = STALACTITE_SHAKING;
521 } if(mode == STALACTITE_SHAKING) {
522 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
524 mode = STALACTITE_FALL;
526 } else if(mode == STALACTITE_FALL) {
528 /* Destroy if we collides with land */
529 if(issolid(base.x+base.width/2, base.y+base.height))
532 dying = DYING_SQUISHED;
534 set_sprite(img_stalactite_broken, img_stalactite_broken);
536 } else if(mode == FLAT) {
541 physic.apply(frame_ratio, base.x, base.y);
543 if(dying == DYING_SQUISHED && !timer.check())
548 BadGuy::action_flame(float frame_ratio)
550 static const float radius = 100;
551 static const float speed = 0.02;
552 base.x = old_base.x + cos(base.ym) * radius;
553 base.y = old_base.y + sin(base.ym) * radius;
555 base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
559 BadGuy::action_fish(float frame_ratio)
561 static const float JUMPV = 6;
562 static const int WAITTIME = 1000;
564 // go in wait mode when back in water
565 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
566 && physic.get_velocity_y() <= 0 && mode == NORMAL)
570 physic.set_velocity(0, 0);
571 physic.enable_gravity(false);
572 timer.start(WAITTIME);
574 else if(mode == FISH_WAIT && !timer.check())
577 set_sprite(img_fish, img_fish);
579 physic.set_velocity(0, JUMPV);
580 physic.enable_gravity(true);
583 physic.apply(frame_ratio, base.x, base.y);
584 if(dying == DYING_NOT)
585 collision_swept_object_map(&old_base, &base);
587 if(physic.get_velocity_y() < 0)
588 set_sprite(img_fish_down, img_fish_down);
592 BadGuy::action_bouncingsnowball(float frame_ratio)
594 static const float JUMPV = 4.5;
598 // jump when on ground
599 if(dying == DYING_NOT && issolid(base.x, base.y+32))
601 physic.set_velocity_y(JUMPV);
602 physic.enable_gravity(true);
609 // check for right/left collisions
610 check_horizontal_bump();
612 physic.apply(frame_ratio, base.x, base.y);
613 if(dying == DYING_NOT)
614 collision_swept_object_map(&old_base, &base);
616 // Handle dying timer:
617 if (dying == DYING_SQUISHED && !timer.check())
619 /* Remove it if time's up: */
626 BadGuy::action_flyingsnowball(float frame_ratio)
628 static const float FLYINGSPEED = 1;
629 static const int DIRCHANGETIME = 1000;
631 // go into flyup mode if none specified yet
632 if(dying == DYING_NOT && mode == NORMAL) {
634 physic.set_velocity_y(FLYINGSPEED);
635 timer.start(DIRCHANGETIME/2);
638 if(dying == DYING_NOT && !timer.check()) {
641 physic.set_velocity_y(-FLYINGSPEED);
642 } else if(mode == FLY_DOWN) {
644 physic.set_velocity_y(FLYINGSPEED);
646 timer.start(DIRCHANGETIME);
649 if(dying != DYING_NOT)
650 physic.enable_gravity(true);
652 physic.apply(frame_ratio, base.x, base.y);
653 if(dying == DYING_NOT || dying == DYING_SQUISHED)
654 collision_swept_object_map(&old_base, &base);
656 // Handle dying timer:
657 if (dying == DYING_SQUISHED && !timer.check())
659 /* Remove it if time's up: */
666 BadGuy::action_spiky(float frame_ratio)
668 if (dying == DYING_NOT)
669 check_horizontal_bump();
673 // jump when we're about to fall
674 if (physic.get_velocity_y() == 0 &&
675 !issolid(base.x+base.width/2, base.y + base.height)) {
676 physic.enable_gravity(true);
677 physic.set_velocity_y(2);
681 physic.apply(frame_ratio, base.x, base.y);
682 if (dying != DYING_FALLING)
683 collision_swept_object_map(&old_base,&base);
687 BadGuy::action_snowball(float frame_ratio)
689 if (dying == DYING_NOT)
690 check_horizontal_bump();
694 physic.apply(frame_ratio, base.x, base.y);
695 if (dying != DYING_FALLING)
696 collision_swept_object_map(&old_base,&base);
700 BadGuy::action(float frame_ratio)
702 // Remove if it's far off the screen:
703 if (base.x < scroll_x - OFFSCREEN_DISTANCE)
709 // BadGuy fall below the ground
710 if (base.y > screen->h) {
715 // Once it's on screen, it's activated!
716 if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
725 action_bsod(frame_ratio);
729 action_mriceblock(frame_ratio);
733 action_jumpy(frame_ratio);
737 action_mrbomb(frame_ratio);
741 action_bomb(frame_ratio);
745 action_stalactite(frame_ratio);
749 action_flame(frame_ratio);
753 action_fish(frame_ratio);
756 case BAD_BOUNCINGSNOWBALL:
757 action_bouncingsnowball(frame_ratio);
760 case BAD_FLYINGSNOWBALL:
761 action_flyingsnowball(frame_ratio);
765 action_spiky(frame_ratio);
769 action_snowball(frame_ratio);
777 // Don't try to draw stuff that is outside of the screen
778 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
781 if(sprite_left == 0 || sprite_right == 0)
786 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
787 sprite->draw(base.x - scroll_x, base.y);
790 fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
794 BadGuy::set_sprite(Sprite* left, Sprite* right)
803 // FIXME: Using the image size for the physics and collision is
804 // a bad idea, since images should always overlap there physical
807 if(base.width == 0 && base.height == 0) {
808 base.width = left->get_width();
809 base.height = left->get_height();
810 } else if(base.width != left->get_width() || base.height != left->get_height()) {
811 base.x -= (left->get_width() - base.width) / 2;
812 base.y -= left->get_height() - base.height;
813 base.width = left->get_width();
814 base.height = left->get_height();
818 base.width = base.height = 0;
822 animation_offset = 0;
824 sprite_right = right;
830 // these can't be bumped
831 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH)
838 BadGuy::make_player_jump(Player* player)
840 player->physic.set_velocity_y(2);
841 player->base.y = base.y - player->base.height - 2;
845 BadGuy::squish_me(Player* player)
847 make_player_jump(player);
849 World::current()->add_score(base.x - scroll_x,
850 base.y, 50 * player_status.score_multiplier);
851 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
852 player_status.score_multiplier++;
854 dying = DYING_SQUISHED;
856 physic.set_velocity(0, 0);
860 BadGuy::squish(Player* player)
862 static const int MAX_ICEBLOCK_SQUICHES = 10;
864 if(kind == BAD_MRBOMB) {
865 // mrbomb transforms into a bomb now
866 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
868 make_player_jump(player);
869 World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
870 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
871 player_status.score_multiplier++;
875 } else if(kind == BAD_BSOD) {
877 set_sprite(img_bsod_squished_left, img_bsod_squished_right);
878 physic.set_velocity_x(0);
881 } else if (kind == BAD_MRICEBLOCK) {
882 if (mode == NORMAL || mode == KICK)
885 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
887 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
888 physic.set_velocity_x(0);
891 } else if (mode == FLAT) {
893 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
895 if (player->base.x < base.x + (base.width/2)) {
896 physic.set_velocity_x(5);
899 physic.set_velocity_x(-5);
904 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
907 make_player_jump(player);
909 player_status.score_multiplier++;
911 // check for maximum number of squiches
913 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
919 } else if(kind == BAD_FISH) {
920 // fish can only be killed when falling down
921 if(physic.get_velocity_y() >= 0)
924 make_player_jump(player);
926 World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
927 player_status.score_multiplier++;
929 // simply remove the fish...
932 } else if(kind == BAD_BOUNCINGSNOWBALL) {
934 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
936 } else if(kind == BAD_FLYINGSNOWBALL) {
938 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
940 } else if(kind == BAD_SNOWBALL) {
942 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
948 BadGuy::kill_me(int score)
950 if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
953 dying = DYING_FALLING;
954 if(kind == BAD_MRICEBLOCK) {
955 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
958 Player& tux = *World::current()->get_tux();
959 tux.holding_something = false;
961 } else if(kind == BAD_BSOD) {
962 set_sprite(img_bsod_falling_left, img_bsod_falling_right);
965 physic.enable_gravity(true);
966 physic.set_velocity_y(0);
968 /* Gain some points: */
969 // if (kind == BAD_BSOD)
970 World::current()->add_score(base.x - scroll_x, base.y,
971 score * player_status.score_multiplier);
973 World::current()->add_score(base.x - scroll_x, base.y,
974 25 * player_status.score_multiplier);*/
976 /* Play death sound: */
977 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
981 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
983 BadGuy* pbad_c = NULL;
985 if(type == COLLISION_BUMP) {
990 if(type == COLLISION_SQUISH) {
991 Player* player = static_cast<Player*>(p_c_object);
996 /* COLLISION_NORMAL */
1004 pbad_c = (BadGuy*) p_c_object;
1006 /* If we're a kicked mriceblock, kill any badguys we hit */
1007 if(kind == BAD_MRICEBLOCK && mode == KICK)
1009 pbad_c->kill_me(25);
1012 // a held mriceblock gets kills the enemy too but falls to ground then
1013 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1015 pbad_c->kill_me(25);
1019 /* Kill badguys that run into exploding bomb */
1020 else if (kind == BAD_BOMB && dying == DYING_NOT)
1022 if (pbad_c->kind == BAD_MRBOMB)
1024 // mrbomb transforms into a bomb now
1025 World::current()->add_bad_guy(pbad_c->base.x, pbad_c->base.y,
1027 pbad_c->remove_me();
1030 else if (pbad_c->kind != BAD_MRBOMB)
1032 pbad_c->kill_me(50);
1036 /* Kill any badguys that get hit by stalactite */
1037 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1039 pbad_c->kill_me(50);
1042 /* When enemies run into eachother, make them change directions */
1045 // Jumpy, fish, flame, stalactites are exceptions
1046 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1047 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1050 // Bounce off of other badguy if we land on top of him
1051 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1053 Direction old_dir = dir;
1054 if (pbad_c->dir == LEFT)
1056 else if (pbad_c->dir == RIGHT)
1060 physic.inverse_velocity_x();
1062 physic.set_velocity(fabs(physic.get_velocity_x()), 2);
1066 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1069 if (pbad_c->kind != BAD_FLAME)
1073 else if (dir == RIGHT)
1076 physic.inverse_velocity_x();
1083 Player* player = static_cast<Player*>(p_c_object);
1084 /* Get kicked if were flat */
1085 if (mode == FLAT && !dying)
1087 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1089 // Hit from left side
1090 if (player->base.x < base.x) {
1091 physic.set_velocity_x(5);
1094 // Hit from right side
1096 physic.set_velocity_x(-5);
1101 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1108 //---------------------------------------------------------------------------
1110 void load_badguy_gfx()
1112 img_bsod_squished_left = sprite_manager->load("bsod-squished-left");
1113 img_bsod_squished_right = sprite_manager->load("bsod-squished-right");
1114 img_bsod_falling_left = sprite_manager->load("bsod-falling-left");
1115 img_bsod_falling_right = sprite_manager->load("bsod-falling-right");
1116 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1117 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1118 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1119 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1120 img_bsod_left = sprite_manager->load("bsod-left");
1121 img_bsod_right = sprite_manager->load("bsod-right");
1122 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1123 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1124 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1125 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1126 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1127 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1128 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1129 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1130 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1131 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1132 img_stalactite = sprite_manager->load("stalactite");
1133 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1134 img_flame = sprite_manager->load("flame");
1135 img_fish = sprite_manager->load("fish");
1136 img_fish_down = sprite_manager->load("fish-down");
1137 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1138 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1139 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1140 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1141 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1142 img_spiky_left = sprite_manager->load("spiky-left");
1143 img_spiky_right = sprite_manager->load("spiky-right");
1144 img_snowball_left = sprite_manager->load("snowball-left");
1145 img_snowball_right = sprite_manager->load("snowball-right");
1146 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1147 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1150 void free_badguy_gfx()