4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Matthias Braun <matze@braunis.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
33 #include "resources.h"
34 #include "sprite_manager.h"
36 #include "display_manager.h"
37 #include "lispwriter.h"
40 Sprite* img_mriceblock_flat_left;
41 Sprite* img_mriceblock_flat_right;
42 Sprite* img_mriceblock_falling_left;
43 Sprite* img_mriceblock_falling_right;
44 Sprite* img_mriceblock_left;
45 Sprite* img_mriceblock_right;
46 Sprite* img_jumpy_left_up;
47 Sprite* img_jumpy_left_down;
48 Sprite* img_jumpy_left_middle;
49 Sprite* img_jumpy_left_iced;
50 Sprite* img_mrbomb_left;
51 Sprite* img_mrbomb_right;
52 Sprite* img_mrbomb_iced_left;
53 Sprite* img_mrbomb_iced_right;
54 Sprite* img_mrbomb_ticking_left;
55 Sprite* img_mrbomb_ticking_right;
56 Sprite* img_mrbomb_explosion;
57 Sprite* img_stalactite;
58 Sprite* img_stalactite_broken;
61 Sprite* img_fish_down;
62 Sprite* img_fish_iced;
63 Sprite* img_fish_iced_down;
64 Sprite* img_bouncingsnowball_left;
65 Sprite* img_bouncingsnowball_right;
66 Sprite* img_bouncingsnowball_squished;
67 Sprite* img_flyingsnowball;
68 Sprite* img_flyingsnowball_squished;
69 Sprite* img_spiky_left;
70 Sprite* img_spiky_right;
71 Sprite* img_spiky_iced_left;
72 Sprite* img_spiky_iced_right;
73 Sprite* img_snowball_left;
74 Sprite* img_snowball_right;
75 Sprite* img_snowball_squished_left;
76 Sprite* img_snowball_squished_right;
77 Sprite* img_wingling_left;
79 #define BADGUY_WALK_SPEED .8f
80 #define WINGLING_FLY_SPEED 1.6f
82 BadGuyKind badguykind_from_string(const std::string& str)
84 if (str == "money" || str == "jumpy") // was money in old maps
86 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
87 return BAD_MRICEBLOCK;
88 else if (str == "mrbomb")
90 else if (str == "stalactite")
91 return BAD_STALACTITE;
92 else if (str == "flame")
94 else if (str == "fish")
96 else if (str == "bouncingsnowball")
97 return BAD_BOUNCINGSNOWBALL;
98 else if (str == "flyingsnowball")
99 return BAD_FLYINGSNOWBALL;
100 else if (str == "spiky")
102 else if (str == "snowball" || str == "bsod") // was bsod in old maps
104 else if (str == "wingling")
108 printf("Couldn't convert badguy: '%s'\n", str.c_str());
113 std::string badguykind_to_string(BadGuyKind kind)
135 case BAD_BOUNCINGSNOWBALL:
136 return "bouncingsnowball";
138 case BAD_FLYINGSNOWBALL:
139 return "flyingsnowball";
155 BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
156 LispReader& lispreader)
157 : removable(false), squishcount(0)
159 display_manager.add_drawable(this, LAYER_OBJECTS);
161 lispreader.read_float("x", &start_position.x);
162 lispreader.read_float("y", &start_position.y);
166 stay_on_platform = false;
167 lispreader.read_bool("stay-on-platform", &stay_on_platform);
172 BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
175 display_manager.add_drawable(this, LAYER_OBJECTS);
177 start_position.x = x;
178 start_position.y = y;
179 stay_on_platform = false;
203 animation_offset = 0;
204 sprite_left = sprite_right = 0;
206 frozen_timer.init(true);
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))
212 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
213 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
214 while(collision_object_map(base))
218 // just activate the badguy, since he might be on screen already. If not he
219 // gets deactivated anyway
224 BadGuy::write(LispWriter& writer)
226 writer.start_list(badguykind_to_string(kind));
228 writer.write_float("x", base.x);
229 writer.write_float("y", base.y);
230 writer.write_bool("stay-on-platform", stay_on_platform);
232 writer.end_list(badguykind_to_string(kind));
236 BadGuy::activate(Direction activation_dir)
239 animation_offset = 0;
241 frozen_timer.init(true);
244 dir = activation_dir;
245 float dirsign = activation_dir == LEFT ? -1 : 1;
247 if(kind == BAD_MRBOMB) {
248 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
249 set_sprite(img_mrbomb_left, img_mrbomb_right);
250 } else if (kind == BAD_MRICEBLOCK) {
251 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
252 set_sprite(img_mriceblock_left, img_mriceblock_right);
253 } else if(kind == BAD_JUMPY) {
254 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
255 } else if(kind == BAD_BOMB) {
256 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
257 // hack so that the bomb doesn't hurt until it expldes...
258 dying = DYING_SQUISHED;
259 } else if(kind == BAD_FLAME) {
261 physic.enable_gravity(false);
262 set_sprite(img_flame, img_flame);
263 } else if(kind == BAD_BOUNCINGSNOWBALL) {
264 physic.set_velocity(dirsign * 1.3, 0);
265 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
266 } else if(kind == BAD_STALACTITE) {
267 physic.enable_gravity(false);
268 set_sprite(img_stalactite, img_stalactite);
269 } else if(kind == BAD_FISH) {
270 set_sprite(img_fish, img_fish);
271 physic.enable_gravity(true);
272 } else if(kind == BAD_FLYINGSNOWBALL) {
273 set_sprite(img_flyingsnowball, img_flyingsnowball);
274 physic.enable_gravity(false);
275 } else if(kind == BAD_SPIKY) {
276 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
277 set_sprite(img_spiky_left, img_spiky_right);
278 } else if(kind == BAD_SNOWBALL) {
279 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
280 set_sprite(img_snowball_left, img_snowball_right);
281 } else if(kind == BAD_WINGLING) {
282 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
283 physic.enable_gravity(false);
284 set_sprite(img_wingling_left, img_wingling_left);
287 base.x = start_position.x;
288 base.y = start_position.y;
294 BadGuy::action_mriceblock(double elapsed_time)
296 Player& tux = *World::current()->get_tux();
301 /* Move left/right: */
305 physic.apply(elapsed_time, base.x, base.y);
306 if (dying != DYING_FALLING)
307 collision_swept_object_map(&old_base,&base);
309 else if (mode == HELD)
310 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
311 /* If we're holding the iceblock */
315 base.x = tux.base.x + 16;
316 base.y = tux.base.y + tux.base.height/1.5 - base.height;
318 else /* facing left */
320 base.x = tux.base.x - 16;
321 base.y = tux.base.y + tux.base.height/1.5 - base.height;
323 if(collision_object_map(base))
326 base.y = tux.base.y + tux.base.height/1.5 - base.height;
329 if(tux.input.fire != DOWN) /* SHOOT! */
338 tux.kick_timer.start(KICKING_TIME);
339 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
340 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
341 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
348 check_horizontal_bump();
349 if(mode == KICK && changed != dir)
351 float scroll_x = World::current()->camera->get_translation().x;
353 /* handle stereo sound (number 10 should be tweaked...)*/
354 if (base.x < scroll_x + screen->w/2 - 10)
355 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
356 else if (base.x > scroll_x + screen->w/2 + 10)
357 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
359 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
363 /* Handle mode timer: */
369 set_sprite(img_mriceblock_left, img_mriceblock_right);
370 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
376 BadGuy::check_horizontal_bump(bool checkcliff)
378 float halfheight = base.height / 2;
379 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
381 if (kind == BAD_MRICEBLOCK && mode == KICK)
382 World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
385 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
388 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
390 if (kind == BAD_MRICEBLOCK && mode == KICK)
391 World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
394 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
398 // don't check for cliffs when we're falling
401 if(!issolid(base.x + base.width/2, base.y + base.height))
404 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
407 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
410 if(dir == RIGHT && !issolid(base.x + base.width,
411 (int) base.y + base.height + halfheight))
414 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
422 /* Fall if we get off the ground: */
423 if (dying != DYING_FALLING)
425 if (!issolid(base.x+base.width/2, base.y + base.height))
427 // not solid below us? enable gravity
428 physic.enable_gravity(true);
433 if (physic.get_velocity_y() < 0)
435 base.y = int((base.y + base.height)/32) * 32 - base.height;
436 physic.set_velocity_y(0);
438 // no gravity anymore please
439 physic.enable_gravity(false);
441 if (stay_on_platform && mode == NORMAL)
443 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
444 base.y + base.height))
449 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
454 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
462 physic.enable_gravity(true);
467 BadGuy::action_jumpy(double elapsed_time)
469 if(frozen_timer.check())
471 set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
475 const float vy = physic.get_velocity_y();
477 // XXX: These tests *should* use location from ground, not velocity
478 if (fabsf(vy) > 5.6f)
479 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
480 else if (fabsf(vy) > 5.3f)
481 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
483 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
485 Player& tux = *World::current()->get_tux();
487 static const float JUMPV = 6;
490 // jump when on ground
491 if(dying == DYING_NOT && issolid(base.x, base.y+32))
493 physic.set_velocity_y(JUMPV);
494 physic.enable_gravity(true);
498 else if(mode == JUMPY_JUMP)
503 // set direction based on tux
504 if(tux.base.x > base.x)
510 physic.apply(elapsed_time, base.x, base.y);
511 if(dying == DYING_NOT)
512 collision_swept_object_map(&old_base, &base);
516 BadGuy::action_mrbomb(double elapsed_time)
518 if(frozen_timer.check())
520 set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
524 if (dying == DYING_NOT)
525 check_horizontal_bump(true);
529 physic.apply(elapsed_time, base.x, base.y);
530 if (dying != DYING_FALLING)
531 collision_swept_object_map(&old_base,&base);
535 BadGuy::action_bomb(double elapsed_time)
537 static const int TICKINGTIME = 1000;
538 static const int EXPLODETIME = 1000;
544 timer.start(TICKINGTIME);
545 } else if(!timer.check()) {
546 if(mode == BOMB_TICKING) {
548 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
549 dying = DYING_NOT; // now the bomb hurts
550 timer.start(EXPLODETIME);
552 float scroll_x = World::current()->camera->get_translation().x;
554 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
555 if (base.x < scroll_x + screen->w/2 - 10)
556 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
557 else if (base.x > scroll_x + screen->w/2 + 10)
558 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
560 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
562 } else if(mode == BOMB_EXPLODE) {
569 physic.apply(elapsed_time, base.x, base.y);
570 collision_swept_object_map(&old_base,&base);
574 BadGuy::action_stalactite(double elapsed_time)
576 Player& tux = *World::current()->get_tux();
578 static const int SHAKETIME = 800;
579 static const int RANGE = 40;
582 // start shaking when tux is below the stalactite and at least 40 pixels
584 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
585 && tux.base.y + tux.base.height > base.y) {
586 timer.start(SHAKETIME);
587 mode = STALACTITE_SHAKING;
589 } if(mode == STALACTITE_SHAKING) {
590 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
592 mode = STALACTITE_FALL;
594 } else if(mode == STALACTITE_FALL) {
596 /* Destroy if we collides with land */
597 if(issolid(base.x+base.width/2, base.y+base.height))
600 dying = DYING_SQUISHED;
602 set_sprite(img_stalactite_broken, img_stalactite_broken);
604 } else if(mode == FLAT) {
609 physic.apply(elapsed_time, base.x, base.y);
611 if(dying == DYING_SQUISHED && !timer.check())
616 BadGuy::action_flame(double elapsed_time)
618 static const float radius = 100;
619 static const float speed = 0.02;
620 base.x = old_base.x + cos(angle) * radius;
621 base.y = old_base.y + sin(angle) * radius;
623 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
627 BadGuy::action_fish(double elapsed_time)
629 if(frozen_timer.check())
631 if(physic.get_velocity_y() < 0)
632 set_sprite(img_fish_iced_down, img_fish_iced_down);
634 set_sprite(img_fish_iced, img_fish_iced);
639 static const float JUMPV = 6;
640 static const int WAITTIME = 1000;
642 // go in wait mode when back in water
643 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
644 && physic.get_velocity_y() <= 0 && mode == NORMAL)
648 physic.set_velocity(0, 0);
649 physic.enable_gravity(false);
650 timer.start(WAITTIME);
652 else if(mode == FISH_WAIT && !timer.check())
655 set_sprite(img_fish, img_fish);
657 physic.set_velocity(0, JUMPV);
658 physic.enable_gravity(true);
661 physic.apply(elapsed_time, base.x, base.y);
662 if(dying == DYING_NOT)
663 collision_swept_object_map(&old_base, &base);
665 if(physic.get_velocity_y() < 0)
666 set_sprite(img_fish_down, img_fish_down);
670 BadGuy::action_bouncingsnowball(double elapsed_time)
672 static const float JUMPV = 4.5;
676 // jump when on ground
677 if(dying == DYING_NOT && issolid(base.x, base.y+32))
679 physic.set_velocity_y(JUMPV);
680 physic.enable_gravity(true);
687 // check for right/left collisions
688 check_horizontal_bump();
690 physic.apply(elapsed_time, base.x, base.y);
691 if(dying == DYING_NOT)
692 collision_swept_object_map(&old_base, &base);
694 // Handle dying timer:
695 if (dying == DYING_SQUISHED && !timer.check())
700 BadGuy::action_flyingsnowball(double elapsed_time)
702 static const float FLYINGSPEED = 1;
703 static const int DIRCHANGETIME = 1000;
705 // go into flyup mode if none specified yet
706 if(dying == DYING_NOT && mode == NORMAL) {
708 physic.set_velocity_y(FLYINGSPEED);
709 timer.start(DIRCHANGETIME/2);
712 if(dying == DYING_NOT && !timer.check()) {
715 physic.set_velocity_y(-FLYINGSPEED);
716 } else if(mode == FLY_DOWN) {
718 physic.set_velocity_y(FLYINGSPEED);
720 timer.start(DIRCHANGETIME);
723 if(dying != DYING_NOT)
724 physic.enable_gravity(true);
726 physic.apply(elapsed_time, base.x, base.y);
727 if(dying == DYING_NOT || dying == DYING_SQUISHED)
728 collision_swept_object_map(&old_base, &base);
730 // Handle dying timer:
731 if (dying == DYING_SQUISHED && !timer.check())
736 BadGuy::action_spiky(double elapsed_time)
738 if(frozen_timer.check())
740 set_sprite(img_spiky_iced_left, img_spiky_iced_right);
744 if (dying == DYING_NOT)
745 check_horizontal_bump();
749 // jump when we're about to fall
750 if (physic.get_velocity_y() == 0 &&
751 !issolid(base.x+base.width/2, base.y + base.height)) {
752 physic.enable_gravity(true);
753 physic.set_velocity_y(2);
757 physic.apply(elapsed_time, base.x, base.y);
758 if (dying != DYING_FALLING)
759 collision_swept_object_map(&old_base,&base);
763 BadGuy::action_snowball(double elapsed_time)
765 if (dying == DYING_NOT)
766 check_horizontal_bump();
770 physic.apply(elapsed_time, base.x, base.y);
771 if (dying != DYING_FALLING)
772 collision_swept_object_map(&old_base,&base);
774 // Handle dying timer:
775 if (dying == DYING_SQUISHED && !timer.check())
780 BadGuy::action_wingling(double elapsed_time)
782 if (dying != DYING_NOT)
783 physic.enable_gravity(true);
786 Player& tux = *World::current()->get_tux();
788 if (fabsf(tux.base.x - base.x) < 200 && base.y < tux.base.y && tux.dying == DYING_NOT)
789 physic.set_velocity(-2.0f, -2.0f);
791 physic.set_velocity(-WINGLING_FLY_SPEED, 0);
794 physic.apply(elapsed_time, base.x, base.y);
797 // Handle dying timer:
798 if (dying == DYING_SQUISHED && !timer.check())
804 BadGuy::action(float elapsed_time)
806 float scroll_x = World::current()->camera->get_translation().x;
807 float scroll_y = World::current()->camera->get_translation().y;
809 // BadGuy fall below the ground
810 if (base.y > World::current()->get_level()->height * 32) {
815 // Kill us if we landed on spikes
816 if (dying == DYING_NOT
817 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
818 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
819 || isspike(base.x, base.y + base.height)
820 || isspike(base.x + base.width, base.y + base.height)))
822 physic.set_velocity_y(3);
827 /* activate badguys if they're just inside the offscreen_distance around the
828 * screen. Don't activate them inside the screen, since that might have the
829 * effect of badguys suddenly popping up from nowhere
831 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
832 start_position.x < scroll_x - base.width)
834 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
835 start_position.y < scroll_y - base.height)
837 else if(start_position.x > scroll_x + screen->w &&
838 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
840 else if(start_position.y > scroll_y + screen->h &&
841 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
844 if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
845 || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
846 || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
847 || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
849 if(dying != DYING_NOT)
860 action_mriceblock(elapsed_time);
864 action_jumpy(elapsed_time);
868 action_mrbomb(elapsed_time);
872 action_bomb(elapsed_time);
876 action_stalactite(elapsed_time);
880 action_flame(elapsed_time);
884 action_fish(elapsed_time);
887 case BAD_BOUNCINGSNOWBALL:
888 action_bouncingsnowball(elapsed_time);
891 case BAD_FLYINGSNOWBALL:
892 action_flyingsnowball(elapsed_time);
896 action_spiky(elapsed_time);
900 action_snowball(elapsed_time);
904 action_wingling(elapsed_time);
913 BadGuy::draw(Camera& viewport, int)
915 float scroll_x = viewport.get_translation().x;
916 float scroll_y = viewport.get_translation().y;
918 // Don't try to draw stuff that is outside of the screen
919 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
922 if(sprite_left == 0 || sprite_right == 0)
927 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
928 sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
931 fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
935 BadGuy::set_sprite(Sprite* left, Sprite* right)
944 // FIXME: Using the image size for the physics and collision is
945 // a bad idea, since images should always overlap there physical
948 if(base.width == 0 && base.height == 0) {
949 base.width = left->get_width();
950 base.height = left->get_height();
951 } else if(base.width != left->get_width() || base.height != left->get_height()) {
952 base.x -= (left->get_width() - base.width) / 2;
953 base.y -= left->get_height() - base.height;
954 base.width = left->get_width();
955 base.height = left->get_height();
959 base.width = base.height = 0;
963 animation_offset = 0;
965 sprite_right = right;
971 // these can't be bumped
972 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
973 || kind == BAD_FLYINGSNOWBALL)
976 physic.set_velocity_y(3);
981 BadGuy::make_player_jump(Player* player)
983 player->physic.set_velocity_y(2);
984 player->base.y = base.y - player->base.height - 2;
988 BadGuy::squish_me(Player* player)
990 make_player_jump(player);
992 World::current()->add_score(Vector(base.x, base.y),
993 50 * player_status.score_multiplier);
994 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
995 player_status.score_multiplier++;
997 dying = DYING_SQUISHED;
999 physic.set_velocity(0, 0);
1003 BadGuy::squish(Player* player)
1005 static const int MAX_ICEBLOCK_SQUICHES = 10;
1007 if(kind == BAD_MRBOMB) {
1008 // mrbomb transforms into a bomb now
1011 make_player_jump(player);
1012 World::current()->add_score(Vector(base.x, base.y),
1013 50 * player_status.score_multiplier);
1014 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1015 player_status.score_multiplier++;
1018 } else if (kind == BAD_MRICEBLOCK) {
1019 if (mode == NORMAL || mode == KICK)
1022 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
1024 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1025 physic.set_velocity_x(0);
1028 } else if (mode == FLAT) {
1030 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1032 if (player->base.x < base.x + (base.width/2)) {
1033 physic.set_velocity_x(5);
1036 physic.set_velocity_x(-5);
1041 player->kick_timer.start(KICKING_TIME);
1042 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1045 make_player_jump(player);
1047 player_status.score_multiplier++;
1049 // check for maximum number of squishes
1051 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1057 } else if(kind == BAD_FISH) {
1058 // fish can only be killed when falling down
1059 if(physic.get_velocity_y() >= 0)
1062 make_player_jump(player);
1064 World::current()->add_score(Vector(base.x, base.y),
1065 25 * player_status.score_multiplier);
1066 player_status.score_multiplier++;
1068 // simply remove the fish...
1071 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1073 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1075 } else if(kind == BAD_FLYINGSNOWBALL) {
1077 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1079 } else if(kind == BAD_SNOWBALL) {
1081 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1083 } else if(kind == BAD_WINGLING) {
1085 set_sprite(img_wingling_left, img_wingling_left);
1092 BadGuy::kill_me(int score)
1094 if(kind == BAD_BOMB)
1097 dying = DYING_FALLING;
1098 if(kind == BAD_MRICEBLOCK) {
1099 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1102 Player& tux = *World::current()->get_tux();
1103 tux.holding_something = false;
1107 physic.enable_gravity(true);
1109 /* Gain some points: */
1111 World::current()->add_score(Vector(base.x, base.y),
1112 score * player_status.score_multiplier);
1114 /* Play death sound: */
1115 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1121 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1126 BadGuy::collision(const MovingObject&, int)
1132 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1134 BadGuy* pbad_c = NULL;
1135 Bullet* pbullet_c = NULL;
1137 if(type == COLLISION_BUMP) {
1142 if(type == COLLISION_SQUISH) {
1143 Player* player = static_cast<Player*>(p_c_object);
1148 /* COLLISION_NORMAL */
1152 pbullet_c = (Bullet*) p_c_object;
1154 if(pbullet_c->kind == FIRE_BULLET)
1156 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
1159 else if(pbullet_c->kind == ICE_BULLET)
1161 //if(kind == BAD_FLAME)
1164 frozen_timer.start(FROZEN_TIME);
1169 pbad_c = (BadGuy*) p_c_object;
1172 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1173 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1174 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1176 pbad_c->kill_me(25);
1179 // a held mriceblock kills the enemy too but falls to ground then
1180 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1182 pbad_c->kill_me(25);
1186 /* Kill badguys that run into exploding bomb */
1187 else if (kind == BAD_BOMB && dying == DYING_NOT)
1189 if (pbad_c->kind == BAD_MRBOMB)
1191 // mrbomb transforms into a bomb now
1195 else if (pbad_c->kind != BAD_MRBOMB)
1197 pbad_c->kill_me(50);
1201 /* Kill any badguys that get hit by stalactite */
1202 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1204 if (pbad_c->kind == BAD_MRBOMB)
1206 // mrbomb transforms into a bomb now
1211 pbad_c->kill_me(50);
1214 /* When enemies run into eachother, make them change directions */
1217 // Wingling doesn't interact with other badguys
1218 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1221 // Jumpy, fish, flame, stalactites, wingling are exceptions
1222 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1223 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1226 // Bounce off of other badguy if we land on top of him
1227 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1229 if (pbad_c->dir == LEFT)
1232 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1234 else if (pbad_c->dir == RIGHT)
1237 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1242 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1245 if (pbad_c->kind != BAD_FLAME)
1250 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1252 // in case badguys get "jammed"
1253 if (physic.get_velocity_x() != 0)
1254 base.x = pbad_c->base.x + pbad_c->base.width;
1256 else if (dir == RIGHT)
1259 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1268 Player* player = static_cast<Player*>(p_c_object);
1269 /* Get kicked if were flat */
1270 if (mode == FLAT && !dying)
1272 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1274 // Hit from left side
1275 if (player->base.x < base.x) {
1276 physic.set_velocity_x(5);
1279 // Hit from right side
1281 physic.set_velocity_x(-5);
1286 player->kick_timer.start(KICKING_TIME);
1287 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1295 //---------------------------------------------------------------------------
1297 void load_badguy_gfx()
1299 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1300 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1301 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1302 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1303 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1304 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1305 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1306 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1307 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1308 img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1309 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1310 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1311 img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1312 img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1313 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1314 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1315 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1316 img_stalactite = sprite_manager->load("stalactite");
1317 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1318 img_flame = sprite_manager->load("flame");
1319 img_fish = sprite_manager->load("fish");
1320 img_fish_down = sprite_manager->load("fish-down");
1321 img_fish_iced = sprite_manager->load("fish-iced");
1322 img_fish_iced_down = sprite_manager->load("fish-iced-down");
1323 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1324 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1325 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1326 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1327 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1328 img_spiky_left = sprite_manager->load("spiky-left");
1329 img_spiky_right = sprite_manager->load("spiky-right");
1330 img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1331 img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1332 img_snowball_left = sprite_manager->load("snowball-left");
1333 img_snowball_right = sprite_manager->load("snowball-right");
1334 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1335 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1336 img_wingling_left = sprite_manager->load("wingling-left");
1339 void free_badguy_gfx()