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_mriceblock_flat_left;
37 Sprite* img_mriceblock_flat_right;
38 Sprite* img_mriceblock_falling_left;
39 Sprite* img_mriceblock_falling_right;
40 Sprite* img_mriceblock_left;
41 Sprite* img_mriceblock_right;
42 Sprite* img_jumpy_left_up;
43 Sprite* img_jumpy_left_down;
44 Sprite* img_jumpy_left_middle;
45 Sprite* img_mrbomb_left;
46 Sprite* img_mrbomb_right;
47 Sprite* img_mrbomb_ticking_left;
48 Sprite* img_mrbomb_ticking_right;
49 Sprite* img_mrbomb_explosion;
50 Sprite* img_stalactite;
51 Sprite* img_stalactite_broken;
54 Sprite* img_fish_down;
55 Sprite* img_bouncingsnowball_left;
56 Sprite* img_bouncingsnowball_right;
57 Sprite* img_bouncingsnowball_squished;
58 Sprite* img_flyingsnowball;
59 Sprite* img_flyingsnowball_squished;
60 Sprite* img_spiky_left;
61 Sprite* img_spiky_right;
62 Sprite* img_snowball_left;
63 Sprite* img_snowball_right;
64 Sprite* img_snowball_squished_left;
65 Sprite* img_snowball_squished_right;
67 #define BADGUY_WALK_SPEED .8f
69 BadGuyKind badguykind_from_string(const std::string& str)
71 if (str == "money" || str == "jumpy") // was money in old maps
73 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
74 return BAD_MRICEBLOCK;
75 else if (str == "mrbomb")
77 else if (str == "stalactite")
78 return BAD_STALACTITE;
79 else if (str == "flame")
81 else if (str == "fish")
83 else if (str == "bouncingsnowball")
84 return BAD_BOUNCINGSNOWBALL;
85 else if (str == "flyingsnowball")
86 return BAD_FLYINGSNOWBALL;
87 else if (str == "spiky")
89 else if (str == "snowball" || str == "bsod") // was bsod in old maps
93 printf("Couldn't convert badguy: '%s'\n", str.c_str());
98 std::string badguykind_to_string(BadGuyKind kind)
120 case BAD_BOUNCINGSNOWBALL:
121 return "bouncingsnowball";
123 case BAD_FLYINGSNOWBALL:
124 return "flyingsnowball";
137 BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
138 : removable(false), squishcount(0)
147 stay_on_platform = stay_on_platform_;
154 frozen_timer.init(true);
155 animation_offset = 0;
156 sprite_left = sprite_right = 0;
160 if(kind == BAD_MRBOMB) {
161 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
162 set_sprite(img_mrbomb_left, img_mrbomb_right);
163 } else if (kind == BAD_MRICEBLOCK) {
164 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
165 set_sprite(img_mriceblock_left, img_mriceblock_right);
166 } else if(kind == BAD_JUMPY) {
167 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
168 } else if(kind == BAD_BOMB) {
169 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
170 // hack so that the bomb doesn't hurt until it expldes...
171 dying = DYING_SQUISHED;
172 } else if(kind == BAD_FLAME) {
173 base.ym = 0; // we misuse base.ym as angle for the flame
174 physic.enable_gravity(false);
175 set_sprite(img_flame, img_flame);
176 } else if(kind == BAD_BOUNCINGSNOWBALL) {
177 physic.set_velocity(-1.3, 0);
178 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
179 } else if(kind == BAD_STALACTITE) {
180 physic.enable_gravity(false);
181 set_sprite(img_stalactite, img_stalactite);
182 } else if(kind == BAD_FISH) {
183 set_sprite(img_fish, img_fish);
184 physic.enable_gravity(true);
185 } else if(kind == BAD_FLYINGSNOWBALL) {
186 set_sprite(img_flyingsnowball, img_flyingsnowball);
187 physic.enable_gravity(false);
188 } else if(kind == BAD_SPIKY) {
189 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
190 set_sprite(img_spiky_left, img_spiky_right);
191 } else if(kind == BAD_SNOWBALL) {
192 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
193 set_sprite(img_snowball_left, img_snowball_right);
196 // if we're in a solid tile at start correct that now
197 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
199 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
200 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
201 while(collision_object_map(base))
207 BadGuy::action_mriceblock(double frame_ratio)
209 Player& tux = *World::current()->get_tux();
214 /* Move left/right: */
218 physic.apply(frame_ratio, base.x, base.y);
219 if (dying != DYING_FALLING)
220 collision_swept_object_map(&old_base,&base);
222 else if (mode == HELD)
223 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
224 /* If we're holding the iceblock */
228 base.x = tux.base.x + 16;
229 base.y = tux.base.y + tux.base.height/1.5 - base.height;
231 else /* facing left */
233 base.x = tux.base.x - 16;
234 base.y = tux.base.y + tux.base.height/1.5 - base.height;
236 if(collision_object_map(base))
239 base.y = tux.base.y + tux.base.height/1.5 - base.height;
242 if(tux.input.fire != DOWN) /* SHOOT! */
251 tux.kick_timer.start(KICKING_TIME);
252 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
253 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
254 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
261 check_horizontal_bump();
262 if(mode == KICK && changed != dir)
264 /* handle stereo sound (number 10 should be tweaked...)*/
265 if (base.x < scroll_x + screen->w/2 - 10)
266 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
267 else if (base.x > scroll_x + screen->w/2 + 10)
268 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
270 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
274 /* Handle mode timer: */
280 set_sprite(img_mriceblock_left, img_mriceblock_right);
281 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
287 BadGuy::check_horizontal_bump(bool checkcliff)
289 float halfheight = base.height / 2;
290 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
293 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
296 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
299 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
303 // don't check for cliffs when we're falling
306 if(!issolid(base.x + base.width/2, base.y + base.height))
309 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
312 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
315 if(dir == RIGHT && !issolid(base.x + base.width,
316 (int) base.y + base.height + halfheight))
319 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
327 /* Fall if we get off the ground: */
328 if (dying != DYING_FALLING)
330 if (!issolid(base.x+base.width/2, base.y + base.height))
332 // not solid below us? enable gravity
333 physic.enable_gravity(true);
338 if (physic.get_velocity_y() < 0)
340 base.y = int((base.y + base.height)/32) * 32 - base.height;
341 physic.set_velocity_y(0);
343 // no gravity anymore please
344 physic.enable_gravity(false);
346 if (stay_on_platform && mode == NORMAL)
348 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
349 base.y + base.height))
354 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
359 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
367 physic.enable_gravity(true);
378 BadGuy::action_jumpy(double frame_ratio)
380 const float vy = physic.get_velocity_y();
382 // XXX: These tests *should* use location from ground, not velocity
383 if (fabsf(vy) > 5.6f)
384 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
385 else if (fabsf(vy) > 5.3f)
386 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
388 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
390 Player& tux = *World::current()->get_tux();
392 static const float JUMPV = 6;
395 // jump when on ground
396 if(dying == DYING_NOT && issolid(base.x, base.y+32))
398 physic.set_velocity_y(JUMPV);
399 physic.enable_gravity(true);
403 else if(mode == JUMPY_JUMP)
408 // set direction based on tux
409 if(tux.base.x > base.x)
415 physic.apply(frame_ratio, base.x, base.y);
416 if(dying == DYING_NOT)
417 collision_swept_object_map(&old_base, &base);
421 BadGuy::action_mrbomb(double frame_ratio)
423 if (dying == DYING_NOT)
424 check_horizontal_bump(true);
428 physic.apply(frame_ratio, base.x, base.y);
429 if (dying != DYING_FALLING)
430 collision_swept_object_map(&old_base,&base);
434 BadGuy::action_bomb(double frame_ratio)
436 static const int TICKINGTIME = 1000;
437 static const int EXPLODETIME = 1000;
443 timer.start(TICKINGTIME);
444 } else if(!timer.check()) {
445 if(mode == BOMB_TICKING) {
447 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
448 dying = DYING_NOT; // now the bomb hurts
449 timer.start(EXPLODETIME);
451 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
452 if (base.x < scroll_x + screen->w/2 - 10)
453 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
454 else if (base.x > scroll_x + screen->w/2 + 10)
455 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
457 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
459 } else if(mode == BOMB_EXPLODE) {
466 physic.apply(frame_ratio, base.x, base.y);
467 collision_swept_object_map(&old_base,&base);
471 BadGuy::action_stalactite(double frame_ratio)
473 Player& tux = *World::current()->get_tux();
475 static const int SHAKETIME = 800;
476 static const int RANGE = 40;
479 // start shaking when tux is below the stalactite and at least 40 pixels
481 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
482 && tux.base.y + tux.base.height > base.y) {
483 timer.start(SHAKETIME);
484 mode = STALACTITE_SHAKING;
486 } if(mode == STALACTITE_SHAKING) {
487 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
489 mode = STALACTITE_FALL;
491 } else if(mode == STALACTITE_FALL) {
493 /* Destroy if we collides with land */
494 if(issolid(base.x+base.width/2, base.y+base.height))
497 dying = DYING_SQUISHED;
499 set_sprite(img_stalactite_broken, img_stalactite_broken);
501 } else if(mode == FLAT) {
506 physic.apply(frame_ratio, base.x, base.y);
508 if(dying == DYING_SQUISHED && !timer.check())
513 BadGuy::action_flame(double frame_ratio)
515 static const float radius = 100;
516 static const float speed = 0.02;
517 base.x = old_base.x + cos(base.ym) * radius;
518 base.y = old_base.y + sin(base.ym) * radius;
520 base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
524 BadGuy::action_fish(double frame_ratio)
526 static const float JUMPV = 6;
527 static const int WAITTIME = 1000;
529 // go in wait mode when back in water
530 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
531 && physic.get_velocity_y() <= 0 && mode == NORMAL)
535 physic.set_velocity(0, 0);
536 physic.enable_gravity(false);
537 timer.start(WAITTIME);
539 else if(mode == FISH_WAIT && !timer.check())
542 set_sprite(img_fish, img_fish);
544 physic.set_velocity(0, JUMPV);
545 physic.enable_gravity(true);
548 physic.apply(frame_ratio, base.x, base.y);
549 if(dying == DYING_NOT)
550 collision_swept_object_map(&old_base, &base);
552 if(physic.get_velocity_y() < 0)
553 set_sprite(img_fish_down, img_fish_down);
557 BadGuy::action_bouncingsnowball(double frame_ratio)
559 static const float JUMPV = 4.5;
563 // jump when on ground
564 if(dying == DYING_NOT && issolid(base.x, base.y+32))
566 physic.set_velocity_y(JUMPV);
567 physic.enable_gravity(true);
574 // check for right/left collisions
575 check_horizontal_bump();
577 physic.apply(frame_ratio, base.x, base.y);
578 if(dying == DYING_NOT)
579 collision_swept_object_map(&old_base, &base);
581 // Handle dying timer:
582 if (dying == DYING_SQUISHED && !timer.check())
584 /* Remove it if time's up: */
591 BadGuy::action_flyingsnowball(double frame_ratio)
593 static const float FLYINGSPEED = 1;
594 static const int DIRCHANGETIME = 1000;
596 // go into flyup mode if none specified yet
597 if(dying == DYING_NOT && mode == NORMAL) {
599 physic.set_velocity_y(FLYINGSPEED);
600 timer.start(DIRCHANGETIME/2);
603 if(dying == DYING_NOT && !timer.check()) {
606 physic.set_velocity_y(-FLYINGSPEED);
607 } else if(mode == FLY_DOWN) {
609 physic.set_velocity_y(FLYINGSPEED);
611 timer.start(DIRCHANGETIME);
614 if(dying != DYING_NOT)
615 physic.enable_gravity(true);
617 physic.apply(frame_ratio, base.x, base.y);
618 if(dying == DYING_NOT || dying == DYING_SQUISHED)
619 collision_swept_object_map(&old_base, &base);
621 // Handle dying timer:
622 if (dying == DYING_SQUISHED && !timer.check())
624 /* Remove it if time's up: */
631 BadGuy::action_spiky(double frame_ratio)
633 if (dying == DYING_NOT)
634 check_horizontal_bump();
638 // jump when we're about to fall
639 if (physic.get_velocity_y() == 0 &&
640 !issolid(base.x+base.width/2, base.y + base.height)) {
641 physic.enable_gravity(true);
642 physic.set_velocity_y(2);
646 physic.apply(frame_ratio, base.x, base.y);
647 if (dying != DYING_FALLING)
648 collision_swept_object_map(&old_base,&base);
652 BadGuy::action_snowball(double frame_ratio)
654 if (dying == DYING_NOT)
655 check_horizontal_bump();
659 physic.apply(frame_ratio, base.x, base.y);
660 if (dying != DYING_FALLING)
661 collision_swept_object_map(&old_base,&base);
665 BadGuy::action(double frame_ratio)
667 // Remove if it's far off the screen:
668 if (base.x < scroll_x - OFFSCREEN_DISTANCE)
674 // BadGuy fall below the ground
675 if (base.y > screen->h) {
680 // Once it's on screen, it's activated!
681 if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
687 if(frozen_timer.check())
693 action_mriceblock(frame_ratio);
697 action_jumpy(frame_ratio);
701 action_mrbomb(frame_ratio);
705 action_bomb(frame_ratio);
709 action_stalactite(frame_ratio);
713 action_flame(frame_ratio);
717 action_fish(frame_ratio);
720 case BAD_BOUNCINGSNOWBALL:
721 action_bouncingsnowball(frame_ratio);
724 case BAD_FLYINGSNOWBALL:
725 action_flyingsnowball(frame_ratio);
729 action_spiky(frame_ratio);
733 action_snowball(frame_ratio);
743 // Don't try to draw stuff that is outside of the screen
744 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
747 if(sprite_left == 0 || sprite_right == 0)
752 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
753 sprite->draw(base.x, base.y);
756 fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
760 BadGuy::set_sprite(Sprite* left, Sprite* right)
769 // FIXME: Using the image size for the physics and collision is
770 // a bad idea, since images should always overlap there physical
773 if(base.width == 0 && base.height == 0) {
774 base.width = left->get_width();
775 base.height = left->get_height();
776 } else if(base.width != left->get_width() || base.height != left->get_height()) {
777 base.x -= (left->get_width() - base.width) / 2;
778 base.y -= left->get_height() - base.height;
779 base.width = left->get_width();
780 base.height = left->get_height();
784 base.width = base.height = 0;
788 animation_offset = 0;
790 sprite_right = right;
796 // these can't be bumped
797 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
798 || kind == BAD_FLYINGSNOWBALL)
801 physic.set_velocity_y(3);
806 BadGuy::make_player_jump(Player* player)
808 player->physic.set_velocity_y(2);
809 player->base.y = base.y - player->base.height - 2;
813 BadGuy::squish_me(Player* player)
815 make_player_jump(player);
817 World::current()->add_score(base.x,
818 base.y, 50 * player_status.score_multiplier);
819 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
820 player_status.score_multiplier++;
822 dying = DYING_SQUISHED;
824 physic.set_velocity(0, 0);
828 BadGuy::squish(Player* player)
830 static const int MAX_ICEBLOCK_SQUICHES = 10;
832 if(kind == BAD_MRBOMB) {
833 // mrbomb transforms into a bomb now
834 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
836 make_player_jump(player);
837 World::current()->add_score(base.x, base.y, 50 * player_status.score_multiplier);
838 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
839 player_status.score_multiplier++;
843 } else if (kind == BAD_MRICEBLOCK) {
844 if (mode == NORMAL || mode == KICK)
847 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
849 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
850 physic.set_velocity_x(0);
853 } else if (mode == FLAT) {
855 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
857 if (player->base.x < base.x + (base.width/2)) {
858 physic.set_velocity_x(5);
861 physic.set_velocity_x(-5);
866 player->kick_timer.start(KICKING_TIME);
867 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
870 make_player_jump(player);
872 player_status.score_multiplier++;
874 // check for maximum number of squiches
876 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
882 } else if(kind == BAD_FISH) {
883 // fish can only be killed when falling down
884 if(physic.get_velocity_y() >= 0)
887 make_player_jump(player);
889 World::current()->add_score(base.x, base.y, 25 * player_status.score_multiplier);
890 player_status.score_multiplier++;
892 // simply remove the fish...
895 } else if(kind == BAD_BOUNCINGSNOWBALL) {
897 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
899 } else if(kind == BAD_FLYINGSNOWBALL) {
901 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
903 } else if(kind == BAD_SNOWBALL) {
905 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
911 BadGuy::kill_me(int score)
913 if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
916 dying = DYING_FALLING;
917 if(kind == BAD_MRICEBLOCK) {
918 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
921 Player& tux = *World::current()->get_tux();
922 tux.holding_something = false;
926 physic.enable_gravity(true);
928 /* Gain some points: */
929 World::current()->add_score(base.x, base.y,
930 score * player_status.score_multiplier);
932 /* Play death sound: */
933 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
936 void BadGuy::explode(BadGuy *badguy)
938 World::current()->add_bad_guy(badguy->base.x, badguy->base.y, BAD_BOMB);
943 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
945 BadGuy* pbad_c = NULL;
946 Bullet* pbullet_c = NULL;
948 if(type == COLLISION_BUMP) {
953 if(type == COLLISION_SQUISH) {
954 Player* player = static_cast<Player*>(p_c_object);
959 /* COLLISION_NORMAL */
963 pbullet_c = (Bullet*) p_c_object;
965 if(pbullet_c->kind == FIRE_BULLET)
967 else if(pbullet_c->kind == ICE_BULLET)
968 frozen_timer.start(FROZEN_TIME);
972 pbad_c = (BadGuy*) p_c_object;
974 /* If we're a kicked mriceblock, kill any badguys we hit */
975 if(kind == BAD_MRICEBLOCK && mode == KICK)
980 // a held mriceblock gets kills the enemy too but falls to ground then
981 else if(kind == BAD_MRICEBLOCK && mode == HELD)
987 /* Kill badguys that run into exploding bomb */
988 else if (kind == BAD_BOMB && dying == DYING_NOT)
990 if (pbad_c->kind == BAD_MRBOMB)
992 // mrbomb transforms into a bomb now
996 else if (pbad_c->kind != BAD_MRBOMB)
1002 /* Kill any badguys that get hit by stalactite */
1003 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1005 if (pbad_c->kind == BAD_MRBOMB)
1007 // mrbomb transforms into a bomb now
1012 pbad_c->kill_me(50);
1015 /* When enemies run into eachother, make them change directions */
1018 // Jumpy, fish, flame, stalactites are exceptions
1019 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1020 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1023 // Bounce off of other badguy if we land on top of him
1024 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1026 if (pbad_c->dir == LEFT)
1029 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1031 else if (pbad_c->dir == RIGHT)
1034 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1041 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1044 if (pbad_c->kind != BAD_FLAME)
1049 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1051 else if (dir == RIGHT)
1054 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1063 Player* player = static_cast<Player*>(p_c_object);
1064 /* Get kicked if were flat */
1065 if (mode == FLAT && !dying)
1067 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1069 // Hit from left side
1070 if (player->base.x < base.x) {
1071 physic.set_velocity_x(5);
1074 // Hit from right side
1076 physic.set_velocity_x(-5);
1081 player->kick_timer.start(KICKING_TIME);
1082 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1090 //---------------------------------------------------------------------------
1092 void load_badguy_gfx()
1094 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1095 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1096 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1097 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1098 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1099 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1100 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1101 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1102 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1103 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1104 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1105 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1106 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1107 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1108 img_stalactite = sprite_manager->load("stalactite");
1109 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1110 img_flame = sprite_manager->load("flame");
1111 img_fish = sprite_manager->load("fish");
1112 img_fish_down = sprite_manager->load("fish-down");
1113 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1114 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1115 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1116 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1117 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1118 img_spiky_left = sprite_manager->load("spiky-left");
1119 img_spiky_right = sprite_manager->load("spiky-right");
1120 img_snowball_left = sprite_manager->load("snowball-left");
1121 img_snowball_right = sprite_manager->load("snowball-right");
1122 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1123 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1126 void free_badguy_gfx()