65133b3c92fd68f35a90ef924cdbe1f8e52cc3f6
[supertux.git] / src / badguy.cpp
1 //  $Id$
2 // 
3 //  SuperTux
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>
7 //
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.
12 //
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.
17 // 
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
21 //  02111-1307, USA.
22
23 #include <iostream>
24 #include <cmath>
25
26 #include "app/globals.h"
27 #include "defines.h"
28 #include "special/sprite_manager.h"
29 #include "utils/lispwriter.h"
30 #include "badguy.h"
31 #include "tile.h"
32 #include "resources.h"
33 #include "camera.h"
34 #include "level.h"
35 #include "sector.h"
36 #include "tilemap.h"
37
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;
57 Sprite* img_flame;
58 Sprite* img_fish;
59 Sprite* img_fish_down;
60 Sprite* img_fish_iced;
61 Sprite* img_fish_iced_down;
62 Sprite* img_flamefish;
63 Sprite* img_flamefish_down;
64 Sprite* img_bouncingsnowball_left;
65 Sprite* img_bouncingsnowball_right;
66 Sprite* img_bouncingsnowball_squished;
67 Sprite* img_flyingsnowball;
68 Sprite* img_flyingsnowball_squished;
69 Sprite* img_spiky_left;
70 Sprite* img_spiky_right;
71 Sprite* img_spiky_iced_left;
72 Sprite* img_spiky_iced_right;
73 Sprite* img_snowball_left;
74 Sprite* img_snowball_right;
75 Sprite* img_snowball_squished_left;
76 Sprite* img_snowball_squished_right;
77 Sprite* img_wingling_left;
78 Sprite* img_walkingtree_left;
79 Sprite* img_walkingtree_left_small;
80
81 #define BADGUY_WALK_SPEED .8f
82 #define WINGLING_FLY_SPEED 1.6f
83
84 BadGuyKind  badguykind_from_string(const std::string& str)
85 {
86   if (str == "money" || str == "jumpy") // was money in old maps
87     return BAD_JUMPY;
88   else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
89     return BAD_MRICEBLOCK;
90   else if (str == "mrbomb")
91     return BAD_MRBOMB;
92   else if (str == "stalactite")
93     return BAD_STALACTITE;
94   else if (str == "flame")
95     return BAD_FLAME;
96   else if (str == "fish")
97     return BAD_FISH;
98   else if (str == "flamefish")
99     return BAD_FLAMEFISH;
100   else if (str == "bouncingsnowball")
101     return BAD_BOUNCINGSNOWBALL;
102   else if (str == "flyingsnowball")
103     return BAD_FLYINGSNOWBALL;
104   else if (str == "spiky")
105     return BAD_SPIKY;
106   else if (str == "snowball" || str == "bsod") // was bsod in old maps
107     return BAD_SNOWBALL;
108   else if (str == "wingling")
109     return BAD_WINGLING;
110   else if (str == "walkingtree")
111     return BAD_WALKINGTREE;
112   else
113     {
114       return BAD_INVALID;
115     }
116 }
117
118 std::string badguykind_to_string(BadGuyKind kind)
119 {
120   switch(kind)
121     {
122     case BAD_JUMPY:
123       return "jumpy";
124       break;
125     case BAD_MRICEBLOCK:
126       return "mriceblock";
127       break;
128     case BAD_MRBOMB:
129       return "mrbomb";
130       break;
131     case BAD_STALACTITE:
132       return "stalactite";
133       break;
134     case BAD_FLAME:
135       return "flame";
136       break;
137     case BAD_FISH:
138       return "fish";
139       break;
140     case BAD_FLAMEFISH:
141       return "flamefish";
142       break;
143     case BAD_BOUNCINGSNOWBALL:
144       return "bouncingsnowball";
145       break;
146     case BAD_FLYINGSNOWBALL:
147       return "flyingsnowball";
148       break;
149     case BAD_SPIKY:
150       return "spiky";
151       break;
152     case BAD_SNOWBALL:
153       return "snowball";
154       break;
155     case BAD_WINGLING:
156       return "wingling";
157       break;
158     case BAD_WALKINGTREE:
159       return "walkingtree";
160     default:
161       return "snowball";
162     }
163 }
164
165 BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
166   : removable(false), squishcount(0)
167 {
168   lispreader.read_float("x", start_position.x);
169   lispreader.read_float("y", start_position.y);
170
171   kind     = kind_;
172
173   stay_on_platform = false;
174   lispreader.read_bool("stay-on-platform", stay_on_platform);
175
176   init();
177 }
178
179 BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
180   : removable(false), squishcount(0)
181 {
182   start_position.x = x;
183   start_position.y = y;
184   stay_on_platform = false;
185
186   kind     = kind_;
187   
188   init();
189 }
190
191 BadGuy::~BadGuy()
192 {
193 }
194
195 void
196 BadGuy::init()
197 {
198   base.x = 0;
199   base.y = 0;
200   base.width  = 0;
201   base.height = 0;
202   
203   mode     = NORMAL;
204   dying    = DYING_NOT;
205   old_base = base;
206   dir      = LEFT;
207   seen     = false;
208   animation_offset = 0;
209   target.x = target.y = -1;
210   sprite_left = sprite_right = 0;
211   physic.reset();
212   frozen_timer.init(true);
213   timer.init(true);
214
215   // if we're in a solid tile at start correct that now
216   if(Sector::current()) {
217   if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base)) 
218     {
219       std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind) 
220                 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
221       while(collision_object_map(base))
222         --base.y;
223     }
224
225   if(Sector::current()->camera) {
226     Vector scroll = Sector::current()->camera->get_translation();
227
228     if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
229         start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
230         start_position.y > scroll.y - Y_OFFSCREEN_DISTANCE &&
231         start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
232       activate(LEFT);
233     }
234   } } else {
235     if(start_position.x > 0 && start_position.x <= screen->w
236         && start_position.y > 0 && start_position.y <= screen->h)
237       activate(LEFT);
238   }
239 }
240
241 void
242 BadGuy::write(LispWriter& writer)
243 {
244   writer.start_list(badguykind_to_string(kind));
245
246   writer.write_float("x", base.x);
247   writer.write_float("y", base.y);
248   writer.write_bool("stay-on-platform", stay_on_platform);  
249
250   writer.end_list(badguykind_to_string(kind));
251 }
252
253 void
254 BadGuy::activate(Direction activation_dir)
255 {
256   mode     = NORMAL;
257   animation_offset = 0;
258   target.x = target.y = -1;
259   physic.reset();
260   frozen_timer.init(true);
261   timer.init(true);
262
263   dir = activation_dir;
264   float dirsign = activation_dir == LEFT ? -1 : 1;
265   
266   if(kind == BAD_MRBOMB) {
267     physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
268     set_sprite(img_mrbomb_left, img_mrbomb_right);
269   } else if (kind == BAD_MRICEBLOCK) {
270     physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
271     set_sprite(img_mriceblock_left, img_mriceblock_right);
272   } else if(kind == BAD_JUMPY) {
273     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
274   } else if(kind == BAD_BOMB) {
275     set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
276     // hack so that the bomb doesn't hurt until it expldes...           
277     dying = DYING_SQUISHED;
278   } else if(kind == BAD_FLAME) {
279     angle = 0;
280     physic.enable_gravity(false);
281     set_sprite(img_flame, img_flame);
282   } else if(kind == BAD_BOUNCINGSNOWBALL) {
283     physic.set_velocity(dirsign * 1.3, 0);
284     set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
285   } else if(kind == BAD_STALACTITE) {
286     physic.enable_gravity(false);
287     set_sprite(img_stalactite, img_stalactite);
288   } else if(kind == BAD_FISH) {
289     set_sprite(img_fish, img_fish);
290     physic.enable_gravity(true);
291   } else if(kind == BAD_FLAMEFISH) {
292     set_sprite(img_flamefish, img_flamefish);
293     physic.enable_gravity(true);
294   } else if(kind == BAD_FLYINGSNOWBALL) {
295     set_sprite(img_flyingsnowball, img_flyingsnowball);
296     physic.enable_gravity(false);
297   } else if(kind == BAD_SPIKY) {
298     physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
299     set_sprite(img_spiky_left, img_spiky_right);
300   } else if(kind == BAD_SNOWBALL) {
301     physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
302     set_sprite(img_snowball_left, img_snowball_right);
303   } else if(kind == BAD_WINGLING) {
304     physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
305     physic.enable_gravity(false);
306     set_sprite(img_wingling_left, img_wingling_left);
307   } else if (kind == BAD_WALKINGTREE) {
308     // TODO: why isn't the height/width being set properly in set_sprite?
309     physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
310     mode = BGM_BIG;
311     set_sprite(img_walkingtree_left, img_walkingtree_left);
312     base.width = 66;
313     base.height = 66;
314   }
315
316   base.x = start_position.x;
317   base.y = start_position.y;  
318   old_base = base;
319   seen = true;
320 }
321
322 void
323 BadGuy::action_mriceblock(double elapsed_time)
324 {
325   Player& tux = *Sector::current()->player;
326
327   if(mode != HELD)
328     fall();
329   
330   /* Move left/right: */
331   if (mode != HELD)
332     {
333       // move
334       physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
335       if (dying != DYING_FALLING)
336         collision_swept_object_map(&old_base,&base);
337     }
338   else if (mode == HELD)
339     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
340       /* If we're holding the iceblock */
341       dir = tux.dir;
342       if(tux.size == SMALL)
343         {
344         if(dir == RIGHT)
345           base.x = tux.base.x + 24;
346         else // dir == LEFT
347           base.x = tux.base.x - 12;
348         base.y = tux.base.y + tux.base.height/1.5 - base.height;
349         }
350       else // TUX == BIG
351         {
352         if(dir == RIGHT)
353           base.x = tux.base.x + 24;
354         else // dir == LEFT
355           base.x = tux.base.x - 4;
356         base.y = tux.base.y + tux.base.height/1.5 - base.height;
357         }
358
359       if(collision_object_map(base))
360         {
361           base.x = tux.base.x;
362           base.y = tux.base.y + tux.base.height/1.5 - base.height;
363         }
364
365       if(tux.input.fire != DOWN) /* SHOOT! */
366         {
367           if(dir == LEFT)
368             base.x = tux.base.x - base.width;
369           else
370             base.x = tux.base.x + tux.base.width;
371           old_base = base;
372
373           mode=KICK;
374           tux.kick_timer.start(KICKING_TIME);
375           set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
376           physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
377           SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
378         }
379     }
380
381   if (!dying)
382     {
383       int changed = dir;
384       check_horizontal_bump();
385       if(mode == KICK && changed != dir)
386         {
387           SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
388         }
389     }
390
391   /* Handle mode timer: */
392   if (mode == FLAT)
393     {
394       if(!timer.check())
395         {
396           mode = NORMAL;
397           set_sprite(img_mriceblock_left, img_mriceblock_right);
398           physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
399         }
400     }
401 }
402
403 void
404 BadGuy::check_horizontal_bump(bool checkcliff)
405 {
406     float halfheight = base.height / 2;
407     if (dir == LEFT && issolid( base.x, base.y + halfheight))
408     {
409         if (kind == BAD_MRICEBLOCK && mode == KICK)
410             {
411             Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
412             Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
413             }
414             
415         dir = RIGHT;
416         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
417         return;
418     }
419     if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
420     {
421         if (kind == BAD_MRICEBLOCK && mode == KICK)
422             {
423             Sector::current()->trybreakbrick(
424                 Vector(base.x + base.width, base.y + halfheight), false);
425             Sector::current()->tryemptybox(
426                 Vector(base.x + base.width, base.y + halfheight), dir);
427             }
428             
429         dir = LEFT;
430         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
431         return;
432     }
433
434     // don't check for cliffs when we're falling
435     if(!checkcliff)
436         return;
437     if(!issolid(base.x + base.width/2, base.y + base.height))
438         return;
439     
440     if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
441     {
442         dir = RIGHT;
443         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
444         return;
445     }
446     if(dir == RIGHT && !issolid(base.x + base.width,
447                 (int) base.y + base.height + halfheight))
448     {
449         dir = LEFT;
450         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
451         return;
452     }
453 }
454
455 void
456 BadGuy::fall()
457 {
458   /* Fall if we get off the ground: */
459   if (dying != DYING_FALLING)
460     {
461       if (!issolid(base.x+base.width/2, base.y + base.height))
462         {
463           // not solid below us? enable gravity
464           physic.enable_gravity(true);
465         }
466       else
467         {
468           /* Land: */
469           if (physic.get_velocity_y() < 0)
470             {
471               base.y = int((base.y + base.height)/32) * 32 - base.height;
472               physic.set_velocity_y(0);
473             }
474           // no gravity anymore please
475           physic.enable_gravity(false);
476
477           if (stay_on_platform && mode == NORMAL)
478             {
479               if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
480                            base.y + base.height))
481                 {
482                   if (dir == LEFT)
483                   {
484                     dir = RIGHT;
485                     physic.set_velocity_x(fabsf(physic.get_velocity_x()));
486                   } 
487                   else
488                   {
489                     dir = LEFT;
490                     physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
491                   }
492                 }
493             }
494         }
495     }
496   else
497     {
498       physic.enable_gravity(true);
499     }
500 }
501
502 void
503 BadGuy::action_jumpy(double elapsed_time)
504 {
505   if(frozen_timer.check())
506     {
507     set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
508     return;
509     }
510
511   const float vy = physic.get_velocity_y();
512
513   // XXX: These tests *should* use location from ground, not velocity
514   if (fabsf(vy) > 5.6f)
515     set_sprite(img_jumpy_left_down, img_jumpy_left_down);
516   else if (fabsf(vy) > 5.3f)
517     set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
518   else
519     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
520
521   Player& tux = *Sector::current()->player;
522
523   static const float JUMPV = 6;
524     
525   fall();
526   // jump when on ground
527   if(dying == DYING_NOT && issolid(base.x, base.y+32))
528     {
529       physic.set_velocity_y(JUMPV);
530       physic.enable_gravity(true);
531
532       mode = JUMPY_JUMP;
533     }
534   else if(mode == JUMPY_JUMP)
535     {
536       mode = NORMAL;
537     }
538
539   // set direction based on tux
540   if(tux.base.x > base.x)
541     dir = RIGHT;
542   else
543     dir = LEFT;
544
545   // move
546   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
547   if(dying == DYING_NOT)
548     collision_swept_object_map(&old_base, &base);
549 }
550
551 void
552 BadGuy::action_mrbomb(double elapsed_time)
553 {
554   if(frozen_timer.check())
555     {
556     set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
557     return;
558     }
559
560   if (dying == DYING_NOT)
561     check_horizontal_bump(true);
562
563   fall();
564
565   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
566   if (dying != DYING_FALLING)
567     collision_swept_object_map(&old_base,&base); 
568 }
569
570 void
571 BadGuy::action_bomb(double elapsed_time)
572 {
573   static const int TICKINGTIME = 1000;
574   static const int EXPLODETIME = 1000;
575     
576   fall();
577
578   if(mode == NORMAL) {
579     mode = BOMB_TICKING;
580     timer.start(TICKINGTIME);
581   } else if(!timer.check()) {
582     if(mode == BOMB_TICKING) {
583       mode = BOMB_EXPLODE;
584       set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
585       dying = DYING_NOT; // now the bomb hurts
586       timer.start(EXPLODETIME);
587
588       SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
589     } else if(mode == BOMB_EXPLODE) {
590       remove_me();
591       return;
592     }
593   }
594
595   // move
596   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);                 
597   collision_swept_object_map(&old_base,&base);
598 }
599
600 void
601 BadGuy::action_stalactite(double elapsed_time)
602 {
603   Player& tux = *Sector::current()->player;
604
605   static const int SHAKETIME = 800;
606   static const int RANGE = 40;
607     
608   if(mode == NORMAL) {
609     // start shaking when tux is below the stalactite and at least 40 pixels
610     // near
611     if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
612             && tux.base.y + tux.base.height > base.y
613             && tux.dying == DYING_NOT) {
614       timer.start(SHAKETIME);
615       mode = STALACTITE_SHAKING;
616     }
617   } if(mode == STALACTITE_SHAKING) {
618     base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
619     if(!timer.check()) {
620       mode = STALACTITE_FALL;
621     }
622   } else if(mode == STALACTITE_FALL) {
623     fall();
624     /* Destroy if we collides with land */
625     if(issolid(base.x+base.width/2, base.y+base.height))
626     {
627       timer.start(2000);
628       dying = DYING_SQUISHED;
629       mode = FLAT;
630       set_sprite(img_stalactite_broken, img_stalactite_broken);
631     }
632   } else if(mode == FLAT) {
633     fall();
634   }
635
636   // move
637   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
638
639   if(dying == DYING_SQUISHED && !timer.check())
640     remove_me();
641 }
642
643 void
644 BadGuy::action_flame(double elapsed_time)
645 {
646     static const float radius = 100;
647     static const float speed = 0.02;
648     base.x = old_base.x + cos(angle) * radius;
649     base.y = old_base.y + sin(angle) * radius;
650
651     angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
652 }
653
654 void
655 BadGuy::action_fish(double elapsed_time)
656 {
657   if(frozen_timer.check())
658     {
659     if(physic.get_velocity_y() < 0)
660       set_sprite(img_fish_iced_down, img_fish_iced_down);
661     else
662       set_sprite(img_fish_iced, img_fish_iced);
663
664     return;
665     }
666
667   static const float JUMPV = 6;
668   static const int WAITTIME = 1000;
669     
670   // go in wait mode when back in water
671   if(dying == DYING_NOT 
672       && gettile(base.x, base.y + base.height)
673       && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
674       && physic.get_velocity_y() <= 0 && mode == NORMAL)
675     {
676       mode = FISH_WAIT;
677       set_sprite(0, 0);
678       physic.set_velocity(0, 0);
679       physic.enable_gravity(false);
680       timer.start(WAITTIME);
681     }
682   else if(mode == FISH_WAIT && !timer.check())
683     {
684       // jump again
685       if(kind == BAD_FISH)
686         set_sprite(img_fish, img_fish);
687       else // BAD_FLAMEFISH
688         set_sprite(img_flamefish, img_flamefish);
689       mode = NORMAL;
690       physic.set_velocity(0, JUMPV);
691       physic.enable_gravity(true);
692     }
693
694   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
695   if(dying == DYING_NOT)
696     collision_swept_object_map(&old_base, &base);
697
698   if(physic.get_velocity_y() < 0)
699     {
700       if(kind == BAD_FISH)
701         set_sprite(img_fish_down, img_fish_down);
702       else // BAD_FLAMEFISH
703         set_sprite(img_flamefish_down, img_flamefish_down);
704     }
705 }
706
707 void
708 BadGuy::action_bouncingsnowball(double elapsed_time)
709 {
710   static const float JUMPV = 4.5;
711     
712   fall();
713
714   // jump when on ground
715   if(dying == DYING_NOT && issolid(base.x, base.y+32))
716     {
717       physic.set_velocity_y(JUMPV);
718       physic.enable_gravity(true);
719     }                                                     
720   else
721     {
722       mode = NORMAL;
723     }
724
725   // check for right/left collisions
726   check_horizontal_bump();
727
728   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
729   if(dying == DYING_NOT)
730     collision_swept_object_map(&old_base, &base);
731
732   // Handle dying timer:
733   if (dying == DYING_SQUISHED && !timer.check())
734     remove_me();
735 }
736
737 void
738 BadGuy::action_flyingsnowball(double elapsed_time)
739 {
740   static const float FLYINGSPEED = 1;
741   static const int DIRCHANGETIME = 1000;
742     
743   // go into flyup mode if none specified yet
744   if(dying == DYING_NOT && mode == NORMAL) {
745     mode = FLY_UP;
746     physic.set_velocity_y(FLYINGSPEED);
747     timer.start(DIRCHANGETIME/2);
748   }
749
750   if(dying == DYING_NOT && !timer.check()) {
751     if(mode == FLY_UP) {
752       mode = FLY_DOWN;
753       physic.set_velocity_y(-FLYINGSPEED);
754     } else if(mode == FLY_DOWN) {
755       mode = FLY_UP;
756       physic.set_velocity_y(FLYINGSPEED);
757     }
758     timer.start(DIRCHANGETIME);
759   }
760
761   if(dying != DYING_NOT)
762     physic.enable_gravity(true);
763
764   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
765   if(dying == DYING_NOT || dying == DYING_SQUISHED)
766     collision_swept_object_map(&old_base, &base);
767
768   // Handle dying timer:
769   if (dying == DYING_SQUISHED && !timer.check())
770     remove_me();
771 }
772
773 void
774 BadGuy::action_spiky(double elapsed_time)
775 {
776   if(frozen_timer.check())
777     {
778     set_sprite(img_spiky_iced_left, img_spiky_iced_right);
779     return;
780     }
781
782   if (dying == DYING_NOT)
783     check_horizontal_bump();
784
785   fall();
786 #if 0
787   // jump when we're about to fall
788   if (physic.get_velocity_y() == 0 && 
789           !issolid(base.x+base.width/2, base.y + base.height)) {
790     physic.enable_gravity(true);
791     physic.set_velocity_y(2);
792   }
793 #endif
794
795   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
796   if (dying != DYING_FALLING)
797     collision_swept_object_map(&old_base,&base);   
798 }
799
800 void
801 BadGuy::action_snowball(double elapsed_time)
802 {
803   if (dying == DYING_NOT)
804     check_horizontal_bump();
805
806   fall();
807
808   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
809   if (dying != DYING_FALLING)
810     collision_swept_object_map(&old_base,&base);
811
812   // Handle dying timer:
813   if (dying == DYING_SQUISHED && !timer.check())
814     remove_me();                                  
815 }
816
817 void
818 BadGuy::action_wingling(double elapsed_time)
819 {
820   if (dying != DYING_NOT)
821     physic.enable_gravity(true);
822   else
823   {
824     Player& tux = *Sector::current()->player;
825     int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
826
827     if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
828     {
829       if (target.x < 0 && target.y < 0)
830       {
831         target.x = tux.base.x;
832         target.y = tux.base.y;
833         physic.set_velocity(dirsign * 1.5f, -2.25f);
834       }
835     }
836     else if (base.y >= target.y - 16)
837       physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
838   }
839
840   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
841
842
843   // Handle dying timer:
844   if (dying == DYING_SQUISHED && !timer.check())
845     remove_me();
846
847   // TODO: Winglings should be removed after flying off the screen
848 }
849
850 void
851 BadGuy::action_walkingtree(double elapsed_time)
852 {
853   if (dying == DYING_NOT)
854     check_horizontal_bump();
855
856   fall();
857
858   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
859   if (dying != DYING_FALLING)
860     collision_swept_object_map(&old_base,&base);
861
862   // Handle dying timer:
863   if (dying == DYING_SQUISHED && !timer.check())
864     remove_me();
865 }
866
867 void
868 BadGuy::action(float elapsed_time)
869 {
870   float scroll_x = Sector::current()->camera->get_translation().x;
871   float scroll_y = Sector::current()->camera->get_translation().y;
872   
873   // BadGuy fall below the ground
874   if (base.y > Sector::current()->solids->get_height() * 32) {
875     remove_me();
876     return;
877   }
878
879   // Kill us if we landed on spikes
880   if (dying == DYING_NOT
881       && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
882       && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
883       ||  isspike(base.x, base.y + base.height)
884       ||  isspike(base.x + base.width, base.y + base.height)))
885       {
886          physic.set_velocity_y(3);
887          kill_me(0);
888       }
889
890   if(!seen) {
891     /* activate badguys if they're just inside the offscreen_distance around the
892      * screen. Don't activate them inside the screen, since that might have the
893      * effect of badguys suddenly popping up from nowhere
894      */
895     if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
896         start_position.x < scroll_x - base.width)
897       activate(RIGHT);
898     else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
899         start_position.y < scroll_y - base.height)
900       activate(LEFT);
901     else if(start_position.x > scroll_x + screen->w &&
902         start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
903       activate(LEFT);
904     else if(start_position.y > scroll_y + screen->h &&
905         start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
906       activate(LEFT);
907   } else {
908     if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
909       || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
910       || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
911       || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
912       seen = false;
913       if(dying != DYING_NOT)
914         remove_me();
915     }
916   }
917   
918   if(!seen)
919     return;
920   
921   switch (kind)
922     {
923     case BAD_MRICEBLOCK:
924       action_mriceblock(elapsed_time);
925       break;
926   
927     case BAD_JUMPY:
928       action_jumpy(elapsed_time);
929       break;
930
931     case BAD_MRBOMB:
932       action_mrbomb(elapsed_time);
933       break;
934     
935     case BAD_BOMB:
936       action_bomb(elapsed_time);
937       break;
938
939     case BAD_STALACTITE:
940       action_stalactite(elapsed_time);
941       break;
942
943     case BAD_FLAME:
944       action_flame(elapsed_time);
945       break;
946
947     case BAD_FISH:
948     case BAD_FLAMEFISH:
949       action_fish(elapsed_time);
950       break;
951
952     case BAD_BOUNCINGSNOWBALL:
953       action_bouncingsnowball(elapsed_time);
954       break;
955
956     case BAD_FLYINGSNOWBALL:
957       action_flyingsnowball(elapsed_time);
958       break;
959
960     case BAD_SPIKY:
961       action_spiky(elapsed_time);
962       break;
963
964     case BAD_SNOWBALL:
965       action_snowball(elapsed_time);
966       break;
967
968     case BAD_WINGLING:
969       action_wingling(elapsed_time);
970       break;
971
972     case BAD_WALKINGTREE:
973       action_walkingtree(elapsed_time);
974       break;
975
976     default:
977       break;
978     }
979 }
980
981 void
982 BadGuy::draw(DrawingContext& context)
983 {
984   Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
985   if(sprite == 0)
986     return;
987
988   if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
989     sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
990   else
991     sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
992
993   if(debug_mode)
994     context.draw_filled_rect(Vector(base.x, base.y),
995         Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
996 }
997
998 void
999 BadGuy::set_sprite(Sprite* left, Sprite* right) 
1000 {
1001   if (1)
1002     {
1003       base.width = 32;
1004       base.height = 32;
1005     }
1006   else
1007     {
1008       // FIXME: Using the image size for the physics and collision is
1009       // a bad idea, since images should always overlap there physical
1010       // representation
1011       if(left != 0) {
1012         if(base.width == 0 && base.height == 0) {
1013           base.width  = left->get_width();
1014           base.height = left->get_height();
1015         } else if(base.width != left->get_width() || base.height != left->get_height()) {
1016           base.x -= (left->get_width() - base.width) / 2;
1017           base.y -= left->get_height() - base.height;
1018           base.width = left->get_width();
1019           base.height = left->get_height();
1020           old_base = base;
1021         }
1022       } else {
1023         base.width = base.height = 0;
1024       }
1025     }
1026
1027   animation_offset = 0;
1028   sprite_left  = left;
1029   sprite_right = right;
1030 }
1031
1032 void
1033 BadGuy::bump()
1034 {
1035   // these can't be bumped
1036   if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
1037       || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
1038     return;
1039
1040   physic.set_velocity_y(3);
1041   kill_me(25);
1042 }
1043
1044 void
1045 BadGuy::squish_me(Player* player)
1046 {
1047   player->bounce(this);
1048     
1049   Sector::current()->add_score(Vector(base.x, base.y),
1050                               25 * player_status.score_multiplier);
1051
1052   SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1053   player_status.score_multiplier++;
1054
1055   dying = DYING_SQUISHED;
1056   timer.start(2000);
1057   physic.set_velocity(0, 0);
1058 }
1059
1060 void
1061 BadGuy::squish(Player* player)
1062 {
1063   static const int MAX_ICEBLOCK_SQUICHES = 10;
1064     
1065   if(kind == BAD_MRBOMB) {
1066     // mrbomb transforms into a bomb now
1067     explode(false);
1068     
1069     player->bounce(this);
1070     Sector::current()->add_score(Vector(base.x, base.y),
1071                                 25 * player_status.score_multiplier);
1072     SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1073     player_status.score_multiplier++;
1074     return;
1075
1076   } else if (kind == BAD_MRICEBLOCK) {
1077     if (mode == NORMAL || mode == KICK)
1078       {
1079         /* Flatten! */
1080         SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
1081         mode = FLAT;
1082         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1083         physic.set_velocity_x(0);
1084
1085         timer.start(4000);
1086       } else if (mode == FLAT) {
1087         /* Kick! */
1088         SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1089
1090         if (player->base.x < base.x + (base.width/2)) {
1091           physic.set_velocity_x(5);
1092           dir = RIGHT;
1093         } else {
1094           physic.set_velocity_x(-5);
1095           dir = LEFT;
1096         }
1097
1098         mode = KICK;
1099         player->kick_timer.start(KICKING_TIME);
1100         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1101       }
1102
1103     player->bounce(this);
1104
1105     player_status.score_multiplier++;
1106
1107     // check for maximum number of squishes
1108     squishcount++;
1109     if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1110       kill_me(50);
1111       return;
1112     }
1113     
1114     return;
1115   } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
1116     // fish can only be killed when falling down
1117     if(physic.get_velocity_y() >= 0)
1118       return;
1119       
1120     player->bounce(this);
1121               
1122     Sector::current()->add_score(Vector(base.x, base.y),
1123                                 25 * player_status.score_multiplier);
1124     player_status.score_multiplier++;
1125      
1126     // simply remove the fish...
1127     remove_me();
1128     return;
1129   } else if(kind == BAD_BOUNCINGSNOWBALL) {
1130     squish_me(player);
1131     set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1132     return;
1133   } else if(kind == BAD_FLYINGSNOWBALL) {
1134     squish_me(player);
1135     set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1136     return;
1137   } else if(kind == BAD_SNOWBALL) {
1138     squish_me(player);
1139     set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1140     return;
1141   } else if(kind == BAD_WINGLING) {
1142     squish_me(player);
1143     set_sprite(img_wingling_left, img_wingling_left);
1144   } else if(kind == BAD_WALKINGTREE) {
1145     if (mode == BGM_BIG)
1146     {
1147       set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
1148       physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
1149
1150       /* Move to the player's direction */
1151       if(dir != Sector::current()->player->dir)
1152         physic.set_velocity_x(-physic.get_velocity_x());
1153       dir = Sector::current()->player->dir;
1154
1155       // XXX magic number: 66 is BGM_BIG height
1156
1157       player->bounce(this);
1158       base.y += 66 - base.height;
1159               
1160       Sector::current()->add_score(Vector(base.x, base.y),
1161                                 25 * player_status.score_multiplier);
1162       player_status.score_multiplier++;
1163
1164       mode = BGM_SMALL;
1165     }
1166     else
1167       squish_me(player);
1168   }
1169 }
1170
1171 void
1172 BadGuy::kill_me(int score)
1173 {
1174   if(kind == BAD_BOMB)
1175     return;
1176
1177   dying = DYING_FALLING;
1178   if(kind == BAD_MRICEBLOCK) {
1179     set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1180     if(mode == HELD) {
1181       mode = NORMAL;
1182       Player& tux = *Sector::current()->player;
1183       tux.holding_something = false;
1184     }
1185   }
1186
1187   physic.enable_gravity(true);
1188
1189   /* Gain some points: */
1190   if (score != 0)
1191     Sector::current()->add_score(Vector(base.x, base.y),
1192                                 score * player_status.score_multiplier);
1193
1194   /* Play death sound: */
1195   SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
1196 }
1197
1198 void
1199 BadGuy::explode(bool right_way)
1200 {
1201   BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1202   if(right_way)
1203     {
1204     badguy->timer.start(0);
1205     badguy->mode = BOMB_TICKING;
1206     }
1207
1208   remove_me();
1209 }
1210
1211 void
1212 BadGuy::collision(const MovingObject&, int)
1213 {
1214   // later
1215 }
1216
1217 void
1218 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1219 {
1220   BadGuy* pbad_c    = NULL;
1221   Bullet* pbullet_c = NULL;
1222
1223   if(type == COLLISION_BUMP) {
1224     bump();
1225     return;
1226   }
1227
1228   if(type == COLLISION_SQUISH) {
1229     Player* player = static_cast<Player*>(p_c_object);
1230     squish(player);
1231     return;
1232   }
1233
1234   /* COLLISION_NORMAL */
1235   switch (c_object)
1236     {
1237     case CO_BULLET:
1238       pbullet_c = (Bullet*) p_c_object;
1239
1240       if(pbullet_c->kind == FIRE_BULLET)
1241         {
1242         if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
1243             && kind != BAD_FLAMEFISH)
1244           kill_me(10);
1245         }
1246       else if(pbullet_c->kind == ICE_BULLET)
1247         {
1248         if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
1249           kill_me(10);
1250         else
1251           frozen_timer.start(FROZEN_TIME);
1252         }
1253       break;
1254
1255     case CO_BADGUY:
1256       pbad_c = (BadGuy*) p_c_object;
1257
1258
1259       /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1260       if(kind == BAD_MRICEBLOCK && mode == KICK &&
1261          kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1262         {
1263           pbad_c->kill_me(25);
1264         }
1265
1266       // a held mriceblock kills the enemy too but falls to ground then
1267       else if(kind == BAD_MRICEBLOCK && mode == HELD)
1268         {
1269           pbad_c->kill_me(25);
1270           kill_me(0);
1271         }
1272
1273       /* Kill badguys that run into exploding bomb */
1274       else if (kind == BAD_BOMB && dying == DYING_NOT)
1275       {
1276         if (pbad_c->kind == BAD_MRBOMB)
1277         {
1278           // mrbomb transforms into a bomb now
1279           pbad_c->explode(true);
1280           return;
1281         }
1282         else
1283         {
1284           pbad_c->kill_me(50);
1285         }
1286       }
1287
1288       /* Kill any badguys that get hit by stalactite */
1289       else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1290       {
1291         if (pbad_c->kind == BAD_MRBOMB)
1292         {
1293           // mrbomb transforms into a bomb now
1294           pbad_c->explode(false);
1295           return;
1296         }
1297         else
1298           pbad_c->kill_me(50);
1299       }
1300
1301       /* When enemies run into eachother, make them change directions */
1302       else
1303       {
1304         // Wingling doesn't interact with other badguys
1305         if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1306           break;
1307
1308         // Jumpy, fish, flame, stalactites, wingling are exceptions
1309         if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1310             || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
1311             || pbad_c->kind == BAD_FLAMEFISH)
1312           break;
1313
1314         // Bounce off of other badguy if we land on top of him
1315         if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1316         {
1317           if (pbad_c->dir == LEFT)
1318           {
1319             dir = RIGHT;
1320             physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1321           }
1322           else if (pbad_c->dir == RIGHT)
1323           {
1324             dir = LEFT;
1325             physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1326           }
1327
1328           break;
1329         }
1330         else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1331           break;
1332
1333         if (pbad_c->kind != BAD_FLAME)
1334           {
1335             if (dir == LEFT)
1336             {
1337               dir = RIGHT;
1338               physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1339
1340               // Put bad guys a part (or they get jammed)
1341               // only needed to do to one of them
1342               if (physic.get_velocity_x() != 0)
1343                 base.x = pbad_c->base.x + pbad_c->base.width + 1;
1344             }
1345             else if (dir == RIGHT)
1346             {
1347               dir = LEFT;
1348               physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1349             }
1350
1351           }
1352       }
1353       
1354       break;
1355
1356     case CO_PLAYER:
1357       Player* player = static_cast<Player*>(p_c_object);
1358       /* Get kicked if were flat */
1359       if (mode == FLAT && !dying)
1360       {
1361         SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1362
1363         // Hit from left side
1364         if (player->base.x < base.x) {
1365           physic.set_velocity_x(5);
1366           dir = RIGHT;
1367         }
1368         // Hit from right side
1369         else {
1370           physic.set_velocity_x(-5);
1371           dir = LEFT;
1372         }
1373
1374         mode = KICK;
1375         player->kick_timer.start(KICKING_TIME);
1376         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1377       }
1378       break;
1379
1380     }
1381 }
1382
1383
1384 //---------------------------------------------------------------------------
1385
1386 void load_badguy_gfx()
1387 {
1388   img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1389   img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1390   img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1391   img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1392   img_mriceblock_left = sprite_manager->load("mriceblock-left");
1393   img_mriceblock_right = sprite_manager->load("mriceblock-right");
1394   img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1395   img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1396   img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1397   img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1398   img_mrbomb_left = sprite_manager->load("mrbomb-left");
1399   img_mrbomb_right = sprite_manager->load("mrbomb-right");
1400   img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1401   img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1402   img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1403   img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1404   img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1405   img_stalactite = sprite_manager->load("stalactite");
1406   img_stalactite_broken = sprite_manager->load("stalactite-broken");
1407   img_flame = sprite_manager->load("flame");
1408   img_fish = sprite_manager->load("fish");
1409   img_fish_down = sprite_manager->load("fish-down");
1410   img_fish_iced = sprite_manager->load("fish-iced");
1411   img_fish_iced_down = sprite_manager->load("fish-iced-down");
1412   img_flamefish = sprite_manager->load("flamefish");
1413   img_flamefish_down = sprite_manager->load("flamefish-down");
1414   img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1415   img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1416   img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1417   img_flyingsnowball = sprite_manager->load("flyingsnowball");
1418   img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1419   img_spiky_left = sprite_manager->load("spiky-left");
1420   img_spiky_right = sprite_manager->load("spiky-right");
1421   img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1422   img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1423   img_snowball_left = sprite_manager->load("snowball-left");
1424   img_snowball_right = sprite_manager->load("snowball-right");
1425   img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1426   img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1427   img_wingling_left = sprite_manager->load("wingling-left");
1428   img_walkingtree_left = sprite_manager->load("walkingtree-left");
1429   img_walkingtree_left_small = sprite_manager->load("walkingtree-left-small");
1430 }
1431
1432 void free_badguy_gfx()
1433 {
1434 }
1435
1436 // EOF //