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 if(World::current()->camera) {
219 Vector scroll = World::current()->camera->get_translation();
221 if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
222 start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
223 start_position.y > scroll.y - Y_OFFSCREEN_DISTANCE &&
224 start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
231 BadGuy::write(LispWriter& writer)
233 writer.start_list(badguykind_to_string(kind));
235 writer.write_float("x", base.x);
236 writer.write_float("y", base.y);
237 writer.write_bool("stay-on-platform", stay_on_platform);
239 writer.end_list(badguykind_to_string(kind));
243 BadGuy::activate(Direction activation_dir)
246 animation_offset = 0;
248 frozen_timer.init(true);
251 dir = activation_dir;
252 float dirsign = activation_dir == LEFT ? -1 : 1;
254 if(kind == BAD_MRBOMB) {
255 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
256 set_sprite(img_mrbomb_left, img_mrbomb_right);
257 } else if (kind == BAD_MRICEBLOCK) {
258 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
259 set_sprite(img_mriceblock_left, img_mriceblock_right);
260 } else if(kind == BAD_JUMPY) {
261 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
262 } else if(kind == BAD_BOMB) {
263 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
264 // hack so that the bomb doesn't hurt until it expldes...
265 dying = DYING_SQUISHED;
266 } else if(kind == BAD_FLAME) {
268 physic.enable_gravity(false);
269 set_sprite(img_flame, img_flame);
270 } else if(kind == BAD_BOUNCINGSNOWBALL) {
271 physic.set_velocity(dirsign * 1.3, 0);
272 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
273 } else if(kind == BAD_STALACTITE) {
274 physic.enable_gravity(false);
275 set_sprite(img_stalactite, img_stalactite);
276 } else if(kind == BAD_FISH) {
277 set_sprite(img_fish, img_fish);
278 physic.enable_gravity(true);
279 } else if(kind == BAD_FLYINGSNOWBALL) {
280 set_sprite(img_flyingsnowball, img_flyingsnowball);
281 physic.enable_gravity(false);
282 } else if(kind == BAD_SPIKY) {
283 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
284 set_sprite(img_spiky_left, img_spiky_right);
285 } else if(kind == BAD_SNOWBALL) {
286 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
287 set_sprite(img_snowball_left, img_snowball_right);
288 } else if(kind == BAD_WINGLING) {
289 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
290 physic.enable_gravity(false);
291 set_sprite(img_wingling_left, img_wingling_left);
294 base.x = start_position.x;
295 base.y = start_position.y;
301 BadGuy::action_mriceblock(double elapsed_time)
303 Player& tux = *World::current()->get_tux();
308 /* Move left/right: */
312 physic.apply(elapsed_time, base.x, base.y);
313 if (dying != DYING_FALLING)
314 collision_swept_object_map(&old_base,&base);
316 else if (mode == HELD)
317 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
318 /* If we're holding the iceblock */
322 base.x = tux.base.x + 16;
323 base.y = tux.base.y + tux.base.height/1.5 - base.height;
325 else /* facing left */
327 base.x = tux.base.x - 16;
328 base.y = tux.base.y + tux.base.height/1.5 - base.height;
330 if(collision_object_map(base))
333 base.y = tux.base.y + tux.base.height/1.5 - base.height;
336 if(tux.input.fire != DOWN) /* SHOOT! */
345 tux.kick_timer.start(KICKING_TIME);
346 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
347 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
348 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
355 check_horizontal_bump();
356 if(mode == KICK && changed != dir)
358 float scroll_x = World::current()->camera->get_translation().x;
360 /* handle stereo sound (number 10 should be tweaked...)*/
361 if (base.x < scroll_x + screen->w/2 - 10)
362 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
363 else if (base.x > scroll_x + screen->w/2 + 10)
364 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
366 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
370 /* Handle mode timer: */
376 set_sprite(img_mriceblock_left, img_mriceblock_right);
377 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
383 BadGuy::check_horizontal_bump(bool checkcliff)
385 float halfheight = base.height / 2;
386 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
388 if (kind == BAD_MRICEBLOCK && mode == KICK)
389 World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
392 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
395 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
397 if (kind == BAD_MRICEBLOCK && mode == KICK)
398 World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
401 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
405 // don't check for cliffs when we're falling
408 if(!issolid(base.x + base.width/2, base.y + base.height))
411 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
414 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
417 if(dir == RIGHT && !issolid(base.x + base.width,
418 (int) base.y + base.height + halfheight))
421 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
429 /* Fall if we get off the ground: */
430 if (dying != DYING_FALLING)
432 if (!issolid(base.x+base.width/2, base.y + base.height))
434 // not solid below us? enable gravity
435 physic.enable_gravity(true);
440 if (physic.get_velocity_y() < 0)
442 base.y = int((base.y + base.height)/32) * 32 - base.height;
443 physic.set_velocity_y(0);
445 // no gravity anymore please
446 physic.enable_gravity(false);
448 if (stay_on_platform && mode == NORMAL)
450 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
451 base.y + base.height))
456 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
461 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
469 physic.enable_gravity(true);
474 BadGuy::action_jumpy(double elapsed_time)
476 if(frozen_timer.check())
478 set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
482 const float vy = physic.get_velocity_y();
484 // XXX: These tests *should* use location from ground, not velocity
485 if (fabsf(vy) > 5.6f)
486 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
487 else if (fabsf(vy) > 5.3f)
488 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
490 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
492 Player& tux = *World::current()->get_tux();
494 static const float JUMPV = 6;
497 // jump when on ground
498 if(dying == DYING_NOT && issolid(base.x, base.y+32))
500 physic.set_velocity_y(JUMPV);
501 physic.enable_gravity(true);
505 else if(mode == JUMPY_JUMP)
510 // set direction based on tux
511 if(tux.base.x > base.x)
517 physic.apply(elapsed_time, base.x, base.y);
518 if(dying == DYING_NOT)
519 collision_swept_object_map(&old_base, &base);
523 BadGuy::action_mrbomb(double elapsed_time)
525 if(frozen_timer.check())
527 set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
531 if (dying == DYING_NOT)
532 check_horizontal_bump(true);
536 physic.apply(elapsed_time, base.x, base.y);
537 if (dying != DYING_FALLING)
538 collision_swept_object_map(&old_base,&base);
542 BadGuy::action_bomb(double elapsed_time)
544 static const int TICKINGTIME = 1000;
545 static const int EXPLODETIME = 1000;
551 timer.start(TICKINGTIME);
552 } else if(!timer.check()) {
553 if(mode == BOMB_TICKING) {
555 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
556 dying = DYING_NOT; // now the bomb hurts
557 timer.start(EXPLODETIME);
559 float scroll_x = World::current()->camera->get_translation().x;
561 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
562 if (base.x < scroll_x + screen->w/2 - 10)
563 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
564 else if (base.x > scroll_x + screen->w/2 + 10)
565 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
567 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
569 } else if(mode == BOMB_EXPLODE) {
576 physic.apply(elapsed_time, base.x, base.y);
577 collision_swept_object_map(&old_base,&base);
581 BadGuy::action_stalactite(double elapsed_time)
583 Player& tux = *World::current()->get_tux();
585 static const int SHAKETIME = 800;
586 static const int RANGE = 40;
589 // start shaking when tux is below the stalactite and at least 40 pixels
591 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
592 && tux.base.y + tux.base.height > base.y) {
593 timer.start(SHAKETIME);
594 mode = STALACTITE_SHAKING;
596 } if(mode == STALACTITE_SHAKING) {
597 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
599 mode = STALACTITE_FALL;
601 } else if(mode == STALACTITE_FALL) {
603 /* Destroy if we collides with land */
604 if(issolid(base.x+base.width/2, base.y+base.height))
607 dying = DYING_SQUISHED;
609 set_sprite(img_stalactite_broken, img_stalactite_broken);
611 } else if(mode == FLAT) {
616 physic.apply(elapsed_time, base.x, base.y);
618 if(dying == DYING_SQUISHED && !timer.check())
623 BadGuy::action_flame(double elapsed_time)
625 static const float radius = 100;
626 static const float speed = 0.02;
627 base.x = old_base.x + cos(angle) * radius;
628 base.y = old_base.y + sin(angle) * radius;
630 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
634 BadGuy::action_fish(double elapsed_time)
636 if(frozen_timer.check())
638 if(physic.get_velocity_y() < 0)
639 set_sprite(img_fish_iced_down, img_fish_iced_down);
641 set_sprite(img_fish_iced, img_fish_iced);
646 static const float JUMPV = 6;
647 static const int WAITTIME = 1000;
649 // go in wait mode when back in water
650 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
651 && physic.get_velocity_y() <= 0 && mode == NORMAL)
655 physic.set_velocity(0, 0);
656 physic.enable_gravity(false);
657 timer.start(WAITTIME);
659 else if(mode == FISH_WAIT && !timer.check())
662 set_sprite(img_fish, img_fish);
664 physic.set_velocity(0, JUMPV);
665 physic.enable_gravity(true);
668 physic.apply(elapsed_time, base.x, base.y);
669 if(dying == DYING_NOT)
670 collision_swept_object_map(&old_base, &base);
672 if(physic.get_velocity_y() < 0)
673 set_sprite(img_fish_down, img_fish_down);
677 BadGuy::action_bouncingsnowball(double elapsed_time)
679 static const float JUMPV = 4.5;
683 // jump when on ground
684 if(dying == DYING_NOT && issolid(base.x, base.y+32))
686 physic.set_velocity_y(JUMPV);
687 physic.enable_gravity(true);
694 // check for right/left collisions
695 check_horizontal_bump();
697 physic.apply(elapsed_time, base.x, base.y);
698 if(dying == DYING_NOT)
699 collision_swept_object_map(&old_base, &base);
701 // Handle dying timer:
702 if (dying == DYING_SQUISHED && !timer.check())
707 BadGuy::action_flyingsnowball(double elapsed_time)
709 static const float FLYINGSPEED = 1;
710 static const int DIRCHANGETIME = 1000;
712 // go into flyup mode if none specified yet
713 if(dying == DYING_NOT && mode == NORMAL) {
715 physic.set_velocity_y(FLYINGSPEED);
716 timer.start(DIRCHANGETIME/2);
719 if(dying == DYING_NOT && !timer.check()) {
722 physic.set_velocity_y(-FLYINGSPEED);
723 } else if(mode == FLY_DOWN) {
725 physic.set_velocity_y(FLYINGSPEED);
727 timer.start(DIRCHANGETIME);
730 if(dying != DYING_NOT)
731 physic.enable_gravity(true);
733 physic.apply(elapsed_time, base.x, base.y);
734 if(dying == DYING_NOT || dying == DYING_SQUISHED)
735 collision_swept_object_map(&old_base, &base);
737 // Handle dying timer:
738 if (dying == DYING_SQUISHED && !timer.check())
743 BadGuy::action_spiky(double elapsed_time)
745 if(frozen_timer.check())
747 set_sprite(img_spiky_iced_left, img_spiky_iced_right);
751 if (dying == DYING_NOT)
752 check_horizontal_bump();
756 // jump when we're about to fall
757 if (physic.get_velocity_y() == 0 &&
758 !issolid(base.x+base.width/2, base.y + base.height)) {
759 physic.enable_gravity(true);
760 physic.set_velocity_y(2);
764 physic.apply(elapsed_time, base.x, base.y);
765 if (dying != DYING_FALLING)
766 collision_swept_object_map(&old_base,&base);
770 BadGuy::action_snowball(double elapsed_time)
772 if (dying == DYING_NOT)
773 check_horizontal_bump();
777 physic.apply(elapsed_time, base.x, base.y);
778 if (dying != DYING_FALLING)
779 collision_swept_object_map(&old_base,&base);
781 // Handle dying timer:
782 if (dying == DYING_SQUISHED && !timer.check())
787 BadGuy::action_wingling(double elapsed_time)
789 if (dying != DYING_NOT)
790 physic.enable_gravity(true);
793 Player& tux = *World::current()->get_tux();
795 if (fabsf(tux.base.x - base.x) < 200 && base.y < tux.base.y && tux.dying == DYING_NOT)
796 physic.set_velocity(-2.0f, -2.0f);
798 physic.set_velocity(-WINGLING_FLY_SPEED, 0);
801 physic.apply(elapsed_time, base.x, base.y);
804 // Handle dying timer:
805 if (dying == DYING_SQUISHED && !timer.check())
811 BadGuy::action(float elapsed_time)
813 float scroll_x = World::current()->camera->get_translation().x;
814 float scroll_y = World::current()->camera->get_translation().y;
816 // BadGuy fall below the ground
817 if (base.y > World::current()->get_level()->height * 32) {
822 // Kill us if we landed on spikes
823 if (dying == DYING_NOT
824 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
825 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
826 || isspike(base.x, base.y + base.height)
827 || isspike(base.x + base.width, base.y + base.height)))
829 physic.set_velocity_y(3);
834 /* activate badguys if they're just inside the offscreen_distance around the
835 * screen. Don't activate them inside the screen, since that might have the
836 * effect of badguys suddenly popping up from nowhere
838 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
839 start_position.x < scroll_x - base.width)
841 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
842 start_position.y < scroll_y - base.height)
844 else if(start_position.x > scroll_x + screen->w &&
845 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
847 else if(start_position.y > scroll_y + screen->h &&
848 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
851 if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
852 || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
853 || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
854 || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
856 if(dying != DYING_NOT)
867 action_mriceblock(elapsed_time);
871 action_jumpy(elapsed_time);
875 action_mrbomb(elapsed_time);
879 action_bomb(elapsed_time);
883 action_stalactite(elapsed_time);
887 action_flame(elapsed_time);
891 action_fish(elapsed_time);
894 case BAD_BOUNCINGSNOWBALL:
895 action_bouncingsnowball(elapsed_time);
898 case BAD_FLYINGSNOWBALL:
899 action_flyingsnowball(elapsed_time);
903 action_spiky(elapsed_time);
907 action_snowball(elapsed_time);
911 action_wingling(elapsed_time);
920 BadGuy::draw(Camera& viewport, int)
922 float scroll_x = viewport.get_translation().x;
923 float scroll_y = viewport.get_translation().y;
925 // Don't try to draw stuff that is outside of the screen
926 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
929 if(sprite_left == 0 || sprite_right == 0)
934 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
935 sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
938 fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
942 BadGuy::set_sprite(Sprite* left, Sprite* right)
951 // FIXME: Using the image size for the physics and collision is
952 // a bad idea, since images should always overlap there physical
955 if(base.width == 0 && base.height == 0) {
956 base.width = left->get_width();
957 base.height = left->get_height();
958 } else if(base.width != left->get_width() || base.height != left->get_height()) {
959 base.x -= (left->get_width() - base.width) / 2;
960 base.y -= left->get_height() - base.height;
961 base.width = left->get_width();
962 base.height = left->get_height();
966 base.width = base.height = 0;
970 animation_offset = 0;
972 sprite_right = right;
978 // these can't be bumped
979 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
980 || kind == BAD_FLYINGSNOWBALL)
983 physic.set_velocity_y(3);
988 BadGuy::make_player_jump(Player* player)
990 player->physic.set_velocity_y(2);
991 player->base.y = base.y - player->base.height - 2;
995 BadGuy::squish_me(Player* player)
997 make_player_jump(player);
999 World::current()->add_score(Vector(base.x, base.y),
1000 50 * player_status.score_multiplier);
1001 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1002 player_status.score_multiplier++;
1004 dying = DYING_SQUISHED;
1006 physic.set_velocity(0, 0);
1010 BadGuy::squish(Player* player)
1012 static const int MAX_ICEBLOCK_SQUICHES = 10;
1014 if(kind == BAD_MRBOMB) {
1015 // mrbomb transforms into a bomb now
1018 make_player_jump(player);
1019 World::current()->add_score(Vector(base.x, base.y),
1020 50 * player_status.score_multiplier);
1021 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
1022 player_status.score_multiplier++;
1025 } else if (kind == BAD_MRICEBLOCK) {
1026 if (mode == NORMAL || mode == KICK)
1029 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
1031 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1032 physic.set_velocity_x(0);
1035 } else if (mode == FLAT) {
1037 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1039 if (player->base.x < base.x + (base.width/2)) {
1040 physic.set_velocity_x(5);
1043 physic.set_velocity_x(-5);
1048 player->kick_timer.start(KICKING_TIME);
1049 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1052 make_player_jump(player);
1054 player_status.score_multiplier++;
1056 // check for maximum number of squishes
1058 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1064 } else if(kind == BAD_FISH) {
1065 // fish can only be killed when falling down
1066 if(physic.get_velocity_y() >= 0)
1069 make_player_jump(player);
1071 World::current()->add_score(Vector(base.x, base.y),
1072 25 * player_status.score_multiplier);
1073 player_status.score_multiplier++;
1075 // simply remove the fish...
1078 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1080 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
1082 } else if(kind == BAD_FLYINGSNOWBALL) {
1084 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
1086 } else if(kind == BAD_SNOWBALL) {
1088 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
1090 } else if(kind == BAD_WINGLING) {
1092 set_sprite(img_wingling_left, img_wingling_left);
1099 BadGuy::kill_me(int score)
1101 if(kind == BAD_BOMB)
1104 dying = DYING_FALLING;
1105 if(kind == BAD_MRICEBLOCK) {
1106 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
1109 Player& tux = *World::current()->get_tux();
1110 tux.holding_something = false;
1114 physic.enable_gravity(true);
1116 /* Gain some points: */
1118 World::current()->add_score(Vector(base.x, base.y),
1119 score * player_status.score_multiplier);
1121 /* Play death sound: */
1122 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
1128 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1133 BadGuy::collision(const MovingObject&, int)
1139 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1141 BadGuy* pbad_c = NULL;
1142 Bullet* pbullet_c = NULL;
1144 if(type == COLLISION_BUMP) {
1149 if(type == COLLISION_SQUISH) {
1150 Player* player = static_cast<Player*>(p_c_object);
1155 /* COLLISION_NORMAL */
1159 pbullet_c = (Bullet*) p_c_object;
1161 if(pbullet_c->kind == FIRE_BULLET)
1163 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
1166 else if(pbullet_c->kind == ICE_BULLET)
1168 //if(kind == BAD_FLAME)
1171 frozen_timer.start(FROZEN_TIME);
1176 pbad_c = (BadGuy*) p_c_object;
1179 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1180 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1181 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1183 pbad_c->kill_me(25);
1186 // a held mriceblock kills the enemy too but falls to ground then
1187 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1189 pbad_c->kill_me(25);
1193 /* Kill badguys that run into exploding bomb */
1194 else if (kind == BAD_BOMB && dying == DYING_NOT)
1196 if (pbad_c->kind == BAD_MRBOMB)
1198 // mrbomb transforms into a bomb now
1202 else if (pbad_c->kind != BAD_MRBOMB)
1204 pbad_c->kill_me(50);
1208 /* Kill any badguys that get hit by stalactite */
1209 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1211 if (pbad_c->kind == BAD_MRBOMB)
1213 // mrbomb transforms into a bomb now
1218 pbad_c->kill_me(50);
1221 /* When enemies run into eachother, make them change directions */
1224 // Wingling doesn't interact with other badguys
1225 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1228 // Jumpy, fish, flame, stalactites, wingling are exceptions
1229 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1230 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1233 // Bounce off of other badguy if we land on top of him
1234 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1236 if (pbad_c->dir == LEFT)
1239 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1241 else if (pbad_c->dir == RIGHT)
1244 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1249 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1252 if (pbad_c->kind != BAD_FLAME)
1257 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1259 // in case badguys get "jammed"
1260 if (physic.get_velocity_x() != 0)
1261 base.x = pbad_c->base.x + pbad_c->base.width;
1263 else if (dir == RIGHT)
1266 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1275 Player* player = static_cast<Player*>(p_c_object);
1276 /* Get kicked if were flat */
1277 if (mode == FLAT && !dying)
1279 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1281 // Hit from left side
1282 if (player->base.x < base.x) {
1283 physic.set_velocity_x(5);
1286 // Hit from right side
1288 physic.set_velocity_x(-5);
1293 player->kick_timer.start(KICKING_TIME);
1294 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1302 //---------------------------------------------------------------------------
1304 void load_badguy_gfx()
1306 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1307 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1308 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1309 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1310 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1311 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1312 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1313 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1314 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1315 img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
1316 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1317 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1318 img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
1319 img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
1320 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1321 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1322 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1323 img_stalactite = sprite_manager->load("stalactite");
1324 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1325 img_flame = sprite_manager->load("flame");
1326 img_fish = sprite_manager->load("fish");
1327 img_fish_down = sprite_manager->load("fish-down");
1328 img_fish_iced = sprite_manager->load("fish-iced");
1329 img_fish_iced_down = sprite_manager->load("fish-iced-down");
1330 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1331 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1332 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1333 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1334 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1335 img_spiky_left = sprite_manager->load("spiky-left");
1336 img_spiky_right = sprite_manager->load("spiky-right");
1337 img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
1338 img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
1339 img_snowball_left = sprite_manager->load("snowball-left");
1340 img_snowball_right = sprite_manager->load("snowball-right");
1341 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1342 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1343 img_wingling_left = sprite_manager->load("wingling-left");
1346 void free_badguy_gfx()