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
30 #include "resources.h"
31 #include "sprite_manager.h"
33 #include "lispwriter.h"
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;
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;
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")
106 else if (str == "walkingtree")
107 return BAD_WALKINGTREE;
114 std::string badguykind_to_string(BadGuyKind kind)
136 case BAD_BOUNCINGSNOWBALL:
137 return "bouncingsnowball";
139 case BAD_FLYINGSNOWBALL:
140 return "flyingsnowball";
151 case BAD_WALKINGTREE:
152 return "walkingtree";
158 BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
159 : removable(false), squishcount(0)
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(BadGuyKind kind_, float x, float y)
173 : removable(false), squishcount(0)
175 start_position.x = x;
176 start_position.y = y;
177 stay_on_platform = false;
201 animation_offset = 0;
202 target.x = target.y = -1;
203 sprite_left = sprite_right = 0;
205 frozen_timer.init(true);
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))
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))
217 if(Sector::current() && Sector::current()->camera) {
218 Vector scroll = Sector::current()->camera->get_translation();
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) {
227 if(start_position.x > 0 && start_position.x <= screen->w
228 && start_position.y > 0 && start_position.y <= screen->h)
234 BadGuy::write(LispWriter& writer)
236 writer.start_list(badguykind_to_string(kind));
238 writer.write_float("x", base.x);
239 writer.write_float("y", base.y);
240 writer.write_bool("stay-on-platform", stay_on_platform);
242 writer.end_list(badguykind_to_string(kind));
246 BadGuy::activate(Direction activation_dir)
249 animation_offset = 0;
250 target.x = target.y = -1;
252 frozen_timer.init(true);
255 dir = activation_dir;
256 float dirsign = activation_dir == LEFT ? -1 : 1;
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) {
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);
300 set_sprite(img_walkingtree_left, img_walkingtree_left);
305 base.x = start_position.x;
306 base.y = start_position.y;
312 BadGuy::action_mriceblock(double elapsed_time)
314 Player& tux = *Sector::current()->player;
319 /* Move left/right: */
323 physic.apply(elapsed_time, base.x, base.y);
324 if (dying != DYING_FALLING)
325 collision_swept_object_map(&old_base,&base);
327 else if (mode == HELD)
328 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
329 /* If we're holding the iceblock */
333 base.x = tux.base.x + 16;
334 base.y = tux.base.y + tux.base.height/1.5 - base.height;
336 else /* facing left */
338 base.x = tux.base.x - 16;
339 base.y = tux.base.y + tux.base.height/1.5 - base.height;
341 if(collision_object_map(base))
344 base.y = tux.base.y + tux.base.height/1.5 - base.height;
347 if(tux.input.fire != DOWN) /* SHOOT! */
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 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
366 check_horizontal_bump();
367 if(mode == KICK && changed != dir)
369 float scroll_x = Sector::current()->camera->get_translation().x;
371 /* handle stereo sound (number 10 should be tweaked...)*/
372 if (base.x < scroll_x + screen->w/2 - 10)
373 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
374 else if (base.x > scroll_x + screen->w/2 + 10)
375 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
377 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
381 /* Handle mode timer: */
387 set_sprite(img_mriceblock_left, img_mriceblock_right);
388 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
394 BadGuy::check_horizontal_bump(bool checkcliff)
396 float halfheight = base.height / 2;
397 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
399 if (kind == BAD_MRICEBLOCK && mode == KICK)
400 Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
403 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
406 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
408 if (kind == BAD_MRICEBLOCK && mode == KICK)
409 Sector::current()->trybreakbrick(
410 Vector(base.x + base.width, (int) base.y + halfheight), false);
413 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
417 // don't check for cliffs when we're falling
420 if(!issolid(base.x + base.width/2, base.y + base.height))
423 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
426 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
429 if(dir == RIGHT && !issolid(base.x + base.width,
430 (int) base.y + base.height + halfheight))
433 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
441 /* Fall if we get off the ground: */
442 if (dying != DYING_FALLING)
444 if (!issolid(base.x+base.width/2, base.y + base.height))
446 // not solid below us? enable gravity
447 physic.enable_gravity(true);
452 if (physic.get_velocity_y() < 0)
454 base.y = int((base.y + base.height)/32) * 32 - base.height;
455 physic.set_velocity_y(0);
457 // no gravity anymore please
458 physic.enable_gravity(false);
460 if (stay_on_platform && mode == NORMAL)
462 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
463 base.y + base.height))
468 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
473 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
481 physic.enable_gravity(true);
486 BadGuy::action_jumpy(double elapsed_time)
488 if(frozen_timer.check())
490 set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
494 const float vy = physic.get_velocity_y();
496 // XXX: These tests *should* use location from ground, not velocity
497 if (fabsf(vy) > 5.6f)
498 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
499 else if (fabsf(vy) > 5.3f)
500 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
502 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
504 Player& tux = *Sector::current()->player;
506 static const float JUMPV = 6;
509 // jump when on ground
510 if(dying == DYING_NOT && issolid(base.x, base.y+32))
512 physic.set_velocity_y(JUMPV);
513 physic.enable_gravity(true);
517 else if(mode == JUMPY_JUMP)
522 // set direction based on tux
523 if(tux.base.x > base.x)
529 physic.apply(elapsed_time, base.x, base.y);
530 if(dying == DYING_NOT)
531 collision_swept_object_map(&old_base, &base);
535 BadGuy::action_mrbomb(double elapsed_time)
537 if(frozen_timer.check())
539 set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
543 if (dying == DYING_NOT)
544 check_horizontal_bump(true);
548 physic.apply(elapsed_time, base.x, base.y);
549 if (dying != DYING_FALLING)
550 collision_swept_object_map(&old_base,&base);
554 BadGuy::action_bomb(double elapsed_time)
556 static const int TICKINGTIME = 1000;
557 static const int EXPLODETIME = 1000;
563 timer.start(TICKINGTIME);
564 } else if(!timer.check()) {
565 if(mode == BOMB_TICKING) {
567 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
568 dying = DYING_NOT; // now the bomb hurts
569 timer.start(EXPLODETIME);
571 float scroll_x = Sector::current()->camera->get_translation().x;
573 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
574 if (base.x < scroll_x + screen->w/2 - 10)
575 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
576 else if (base.x > scroll_x + screen->w/2 + 10)
577 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
579 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
581 } else if(mode == BOMB_EXPLODE) {
588 physic.apply(elapsed_time, base.x, base.y);
589 collision_swept_object_map(&old_base,&base);
593 BadGuy::action_stalactite(double elapsed_time)
595 Player& tux = *Sector::current()->player;
597 static const int SHAKETIME = 800;
598 static const int RANGE = 40;
601 // start shaking when tux is below the stalactite and at least 40 pixels
603 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
604 && tux.base.y + tux.base.height > base.y) {
605 timer.start(SHAKETIME);
606 mode = STALACTITE_SHAKING;
608 } if(mode == STALACTITE_SHAKING) {
609 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
611 mode = STALACTITE_FALL;
613 } else if(mode == STALACTITE_FALL) {
615 /* Destroy if we collides with land */
616 if(issolid(base.x+base.width/2, base.y+base.height))
619 dying = DYING_SQUISHED;
621 set_sprite(img_stalactite_broken, img_stalactite_broken);
623 } else if(mode == FLAT) {
628 physic.apply(elapsed_time, base.x, base.y);
630 if(dying == DYING_SQUISHED && !timer.check())
635 BadGuy::action_flame(double elapsed_time)
637 static const float radius = 100;
638 static const float speed = 0.02;
639 base.x = old_base.x + cos(angle) * radius;
640 base.y = old_base.y + sin(angle) * radius;
642 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
646 BadGuy::action_fish(double elapsed_time)
648 if(frozen_timer.check())
650 if(physic.get_velocity_y() < 0)
651 set_sprite(img_fish_iced_down, img_fish_iced_down);
653 set_sprite(img_fish_iced, img_fish_iced);
658 static const float JUMPV = 6;
659 static const int WAITTIME = 1000;
661 // go in wait mode when back in water
662 if(dying == DYING_NOT
663 && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
664 && physic.get_velocity_y() <= 0 && mode == NORMAL)
668 physic.set_velocity(0, 0);
669 physic.enable_gravity(false);
670 timer.start(WAITTIME);
672 else if(mode == FISH_WAIT && !timer.check())
675 set_sprite(img_fish, img_fish);
677 physic.set_velocity(0, JUMPV);
678 physic.enable_gravity(true);
681 physic.apply(elapsed_time, base.x, base.y);
682 if(dying == DYING_NOT)
683 collision_swept_object_map(&old_base, &base);
685 if(physic.get_velocity_y() < 0)
686 set_sprite(img_fish_down, img_fish_down);
690 BadGuy::action_bouncingsnowball(double elapsed_time)
692 static const float JUMPV = 4.5;
696 // jump when on ground
697 if(dying == DYING_NOT && issolid(base.x, base.y+32))
699 physic.set_velocity_y(JUMPV);
700 physic.enable_gravity(true);
707 // check for right/left collisions
708 check_horizontal_bump();
710 physic.apply(elapsed_time, base.x, base.y);
711 if(dying == DYING_NOT)
712 collision_swept_object_map(&old_base, &base);
714 // Handle dying timer:
715 if (dying == DYING_SQUISHED && !timer.check())
720 BadGuy::action_flyingsnowball(double elapsed_time)
722 static const float FLYINGSPEED = 1;
723 static const int DIRCHANGETIME = 1000;
725 // go into flyup mode if none specified yet
726 if(dying == DYING_NOT && mode == NORMAL) {
728 physic.set_velocity_y(FLYINGSPEED);
729 timer.start(DIRCHANGETIME/2);
732 if(dying == DYING_NOT && !timer.check()) {
735 physic.set_velocity_y(-FLYINGSPEED);
736 } else if(mode == FLY_DOWN) {
738 physic.set_velocity_y(FLYINGSPEED);
740 timer.start(DIRCHANGETIME);
743 if(dying != DYING_NOT)
744 physic.enable_gravity(true);
746 physic.apply(elapsed_time, base.x, base.y);
747 if(dying == DYING_NOT || dying == DYING_SQUISHED)
748 collision_swept_object_map(&old_base, &base);
750 // Handle dying timer:
751 if (dying == DYING_SQUISHED && !timer.check())
756 BadGuy::action_spiky(double elapsed_time)
758 if(frozen_timer.check())
760 set_sprite(img_spiky_iced_left, img_spiky_iced_right);
764 if (dying == DYING_NOT)
765 check_horizontal_bump();
769 // jump when we're about to fall
770 if (physic.get_velocity_y() == 0 &&
771 !issolid(base.x+base.width/2, base.y + base.height)) {
772 physic.enable_gravity(true);
773 physic.set_velocity_y(2);
777 physic.apply(elapsed_time, base.x, base.y);
778 if (dying != DYING_FALLING)
779 collision_swept_object_map(&old_base,&base);
783 BadGuy::action_snowball(double elapsed_time)
785 if (dying == DYING_NOT)
786 check_horizontal_bump();
790 physic.apply(elapsed_time, base.x, base.y);
791 if (dying != DYING_FALLING)
792 collision_swept_object_map(&old_base,&base);
794 // Handle dying timer:
795 if (dying == DYING_SQUISHED && !timer.check())
800 BadGuy::action_wingling(double elapsed_time)
802 if (dying != DYING_NOT)
803 physic.enable_gravity(true);
806 Player& tux = *Sector::current()->player;
807 int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
809 if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
811 if (target.x < 0 && target.y < 0)
813 target.x = tux.base.x;
814 target.y = tux.base.y;
815 physic.set_velocity(dirsign * 1.5f, -2.25f);
818 else if (base.y >= target.y - 16)
819 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
822 physic.apply(elapsed_time, base.x, base.y);
825 // Handle dying timer:
826 if (dying == DYING_SQUISHED && !timer.check())
829 // TODO: Winglings should be removed after flying off the screen
833 BadGuy::action_walkingtree(double elapsed_time)
835 Player& tux = *Sector::current()->player;
836 Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
838 if (dying == DYING_NOT)
839 check_horizontal_bump();
845 if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
848 physic.set_velocity_x(-physic.get_velocity_x());
850 else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
853 physic.set_velocity_x(-physic.get_velocity_x());
858 physic.apply(elapsed_time, base.x, base.y);
859 if (dying != DYING_FALLING)
860 collision_swept_object_map(&old_base,&base);
862 // Handle dying timer:
863 if (dying == DYING_SQUISHED && !timer.check())
868 BadGuy::action(float elapsed_time)
870 float scroll_x = Sector::current()->camera->get_translation().x;
871 float scroll_y = Sector::current()->camera->get_translation().y;
873 // BadGuy fall below the ground
874 if (base.y > Sector::current()->solids->get_height() * 32) {
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)))
886 physic.set_velocity_y(3);
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
895 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
896 start_position.x < scroll_x - base.width)
898 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
899 start_position.y < scroll_y - base.height)
901 else if(start_position.x > scroll_x + screen->w &&
902 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
904 else if(start_position.y > scroll_y + screen->h &&
905 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
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) {
913 if(dying != DYING_NOT)
924 action_mriceblock(elapsed_time);
928 action_jumpy(elapsed_time);
932 action_mrbomb(elapsed_time);
936 action_bomb(elapsed_time);
940 action_stalactite(elapsed_time);
944 action_flame(elapsed_time);
948 action_fish(elapsed_time);
951 case BAD_BOUNCINGSNOWBALL:
952 action_bouncingsnowball(elapsed_time);
955 case BAD_FLYINGSNOWBALL:
956 action_flyingsnowball(elapsed_time);
960 action_spiky(elapsed_time);
964 action_snowball(elapsed_time);
968 action_wingling(elapsed_time);
971 case BAD_WALKINGTREE:
972 action_walkingtree(elapsed_time);
981 BadGuy::draw(DrawingContext& context)
983 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
987 if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
988 sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
990 sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
992 if(debug_mode) // draw hotpoint
994 float scroll_x = context.get_translation().x;
995 float scroll_y = context.get_translation().y;
996 fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
1001 BadGuy::set_sprite(Sprite* left, Sprite* right)
1010 // FIXME: Using the image size for the physics and collision is
1011 // a bad idea, since images should always overlap there physical
1014 if(base.width == 0 && base.height == 0) {
1015 base.width = left->get_width();
1016 base.height = left->get_height();
1017 } else if(base.width != left->get_width() || base.height != left->get_height()) {
1018 base.x -= (left->get_width() - base.width) / 2;
1019 base.y -= left->get_height() - base.height;
1020 base.width = left->get_width();
1021 base.height = left->get_height();
1025 base.width = base.height = 0;
1029 animation_offset = 0;
1031 sprite_right = right;
1037 // these can't be bumped
1038 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
1039 || kind == BAD_FLYINGSNOWBALL)
1042 physic.set_velocity_y(3);
1047 BadGuy::make_player_jump(Player* player)
1049 player->physic.set_velocity_y(2);
1050 player->base.y = base.y - player->base.height - 2;
1054 BadGuy::squish_me(Player* player)
1056 make_player_jump(player);
1058 Sector::current()->add_score(Vector(base.x, base.y),
1059 50 * player_status.score_multiplier);
1060 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1061 player_status.score_multiplier++;
1063 dying = DYING_SQUISHED;
1065 physic.set_velocity(0, 0);
1069 BadGuy::squish(Player* player)
1071 static const int MAX_ICEBLOCK_SQUICHES = 10;
1073 if(kind == BAD_MRBOMB) {
1074 // mrbomb transforms into a bomb now
1077 make_player_jump(player);
1078 Sector::current()->add_score(Vector(base.x, base.y),
1079 50 * player_status.score_multiplier);
1080 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1081 player_status.score_multiplier++;
1084 } else if (kind == BAD_MRICEBLOCK) {
1085 if (mode == NORMAL || mode == KICK)
1088 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
1090 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1091 physic.set_velocity_x(0);
1094 } else if (mode == FLAT) {
1096 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1098 if (player->base.x < base.x + (base.width/2)) {
1099 physic.set_velocity_x(5);
1102 physic.set_velocity_x(-5);
1107 player->kick_timer.start(KICKING_TIME);
1108 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1111 make_player_jump(player);
1113 player_status.score_multiplier++;
1115 // check for maximum number of squishes
1117 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1123 } else if(kind == BAD_FISH) {
1124 // fish can only be killed when falling down
1125 if(physic.get_velocity_y() >= 0)
1128 make_player_jump(player);
1130 Sector::current()->add_score(Vector(base.x, base.y),
1131 25 * player_status.score_multiplier);
1132 player_status.score_multiplier++;
1134 // simply remove the fish...
1137 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1139 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1141 } else if(kind == BAD_FLYINGSNOWBALL) {
1143 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1145 } else if(kind == BAD_SNOWBALL) {
1147 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1149 } else if(kind == BAD_WINGLING) {
1151 set_sprite(img_wingling_left, img_wingling_left);
1152 } else if(kind == BAD_WALKINGTREE) {
1153 if (mode == BGM_BIG)
1155 set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
1156 physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
1157 // XXX magic number: 66 is BGM_BIG height
1159 make_player_jump(player);
1160 base.y += 66 - base.height;
1162 Sector::current()->add_score(Vector(base.x, base.y),
1163 25 * player_status.score_multiplier);
1164 player_status.score_multiplier++;
1174 BadGuy::kill_me(int score)
1176 if(kind == BAD_BOMB)
1179 dying = DYING_FALLING;
1180 if(kind == BAD_MRICEBLOCK) {
1181 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1184 Player& tux = *Sector::current()->player;
1185 tux.holding_something = false;
1189 physic.enable_gravity(true);
1191 /* Gain some points: */
1193 Sector::current()->add_score(Vector(base.x, base.y),
1194 score * player_status.score_multiplier);
1196 /* Play death sound: */
1197 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1201 BadGuy::explode(bool right_way)
1203 BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1206 badguy->timer.start(0);
1207 badguy->mode = BOMB_TICKING;
1214 BadGuy::collision(const MovingObject&, int)
1220 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1222 BadGuy* pbad_c = NULL;
1223 Bullet* pbullet_c = NULL;
1225 if(type == COLLISION_BUMP) {
1230 if(type == COLLISION_SQUISH) {
1231 Player* player = static_cast<Player*>(p_c_object);
1236 /* COLLISION_NORMAL */
1240 pbullet_c = (Bullet*) p_c_object;
1242 if(pbullet_c->kind == FIRE_BULLET)
1244 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
1247 else if(pbullet_c->kind == ICE_BULLET)
1249 //if(kind == BAD_FLAME)
1252 frozen_timer.start(FROZEN_TIME);
1257 pbad_c = (BadGuy*) p_c_object;
1260 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1261 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1262 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1264 pbad_c->kill_me(25);
1267 // a held mriceblock kills the enemy too but falls to ground then
1268 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1270 pbad_c->kill_me(25);
1274 /* Kill badguys that run into exploding bomb */
1275 else if (kind == BAD_BOMB && dying == DYING_NOT)
1277 if (pbad_c->kind == BAD_MRBOMB)
1279 // mrbomb transforms into a bomb now
1280 pbad_c->explode(true);
1283 else if (pbad_c->kind != BAD_MRBOMB)
1285 pbad_c->kill_me(50);
1289 /* Kill any badguys that get hit by stalactite */
1290 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1292 if (pbad_c->kind == BAD_MRBOMB)
1294 // mrbomb transforms into a bomb now
1295 pbad_c->explode(false);
1299 pbad_c->kill_me(50);
1302 /* When enemies run into eachother, make them change directions */
1305 // Wingling doesn't interact with other badguys
1306 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1309 // Jumpy, fish, flame, stalactites, wingling are exceptions
1310 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1311 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
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)
1317 if (pbad_c->dir == LEFT)
1320 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1322 else if (pbad_c->dir == RIGHT)
1325 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1330 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1333 if (pbad_c->kind != BAD_FLAME)
1338 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1340 // in case badguys get "jammed"
1341 if (physic.get_velocity_x() != 0)
1342 base.x = pbad_c->base.x + pbad_c->base.width;
1344 else if (dir == RIGHT)
1347 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1356 Player* player = static_cast<Player*>(p_c_object);
1357 /* Get kicked if were flat */
1358 if (mode == FLAT && !dying)
1360 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1362 // Hit from left side
1363 if (player->base.x < base.x) {
1364 physic.set_velocity_x(5);
1367 // Hit from right side
1369 physic.set_velocity_x(-5);
1374 player->kick_timer.start(KICKING_TIME);
1375 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1383 //---------------------------------------------------------------------------
1385 void load_badguy_gfx()
1387 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1388 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1389 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1390 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1391 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1392 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1393 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1394 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1395 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1396 img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1397 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1398 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1399 img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1400 img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1401 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1402 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1403 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1404 img_stalactite = sprite_manager->load("stalactite");
1405 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1406 img_flame = sprite_manager->load("flame");
1407 img_fish = sprite_manager->load("fish");
1408 img_fish_down = sprite_manager->load("fish-down");
1409 img_fish_iced = sprite_manager->load("fish-iced");
1410 img_fish_iced_down = sprite_manager->load("fish-iced-down");
1411 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1412 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1413 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1414 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1415 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1416 img_spiky_left = sprite_manager->load("spiky-left");
1417 img_spiky_right = sprite_manager->load("spiky-right");
1418 img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1419 img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1420 img_snowball_left = sprite_manager->load("snowball-left");
1421 img_snowball_right = sprite_manager->load("snowball-right");
1422 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1423 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1424 img_wingling_left = sprite_manager->load("wingling-left");
1425 img_walkingtree_left = sprite_manager->load("walkingtree-left");
1426 img_walkingtree_left_small = sprite_manager->load("walkingtree-left-small");
1429 void free_badguy_gfx()