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