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 Sprite* img_mriceblock_flat_left;
37 Sprite* img_mriceblock_flat_right;
38 Sprite* img_mriceblock_falling_left;
39 Sprite* img_mriceblock_falling_right;
40 Sprite* img_mriceblock_left;
41 Sprite* img_mriceblock_right;
42 Sprite* img_jumpy_left_up;
43 Sprite* img_jumpy_left_down;
44 Sprite* img_jumpy_left_middle;
45 Sprite* img_mrbomb_left;
46 Sprite* img_mrbomb_right;
47 Sprite* img_mrbomb_ticking_left;
48 Sprite* img_mrbomb_ticking_right;
49 Sprite* img_mrbomb_explosion;
50 Sprite* img_stalactite;
51 Sprite* img_stalactite_broken;
54 Sprite* img_fish_down;
55 Sprite* img_bouncingsnowball_left;
56 Sprite* img_bouncingsnowball_right;
57 Sprite* img_bouncingsnowball_squished;
58 Sprite* img_flyingsnowball;
59 Sprite* img_flyingsnowball_squished;
60 Sprite* img_spiky_left;
61 Sprite* img_spiky_right;
62 Sprite* img_snowball_left;
63 Sprite* img_snowball_right;
64 Sprite* img_snowball_squished_left;
65 Sprite* img_snowball_squished_right;
67 #define BADGUY_WALK_SPEED .8f
69 BadGuyKind badguykind_from_string(const std::string& str)
71 if (str == "money" || str == "jumpy") // was money in old maps
73 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
74 return BAD_MRICEBLOCK;
75 else if (str == "mrbomb")
77 else if (str == "stalactite")
78 return BAD_STALACTITE;
79 else if (str == "flame")
81 else if (str == "fish")
83 else if (str == "bouncingsnowball")
84 return BAD_BOUNCINGSNOWBALL;
85 else if (str == "flyingsnowball")
86 return BAD_FLYINGSNOWBALL;
87 else if (str == "spiky")
89 else if (str == "snowball" || str == "bsod") // was bsod in old maps
93 printf("Couldn't convert badguy: '%s'\n", str.c_str());
98 std::string badguykind_to_string(BadGuyKind kind)
120 case BAD_BOUNCINGSNOWBALL:
121 return "bouncingsnowball";
123 case BAD_FLYINGSNOWBALL:
124 return "flyingsnowball";
137 BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
138 : removable(false), squishcount(0)
147 stay_on_platform = stay_on_platform_;
154 animation_offset = 0;
155 sprite_left = sprite_right = 0;
159 if(kind == BAD_MRBOMB) {
160 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
161 set_sprite(img_mrbomb_left, img_mrbomb_right);
162 } else if (kind == BAD_MRICEBLOCK) {
163 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
164 set_sprite(img_mriceblock_left, img_mriceblock_right);
165 } else if(kind == BAD_JUMPY) {
166 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
167 } else if(kind == BAD_BOMB) {
168 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
169 // hack so that the bomb doesn't hurt until it expldes...
170 dying = DYING_SQUISHED;
171 } else if(kind == BAD_FLAME) {
172 base.ym = 0; // we misuse base.ym as angle for the flame
173 physic.enable_gravity(false);
174 set_sprite(img_flame, img_flame);
175 } else if(kind == BAD_BOUNCINGSNOWBALL) {
176 physic.set_velocity(-1.3, 0);
177 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
178 } else if(kind == BAD_STALACTITE) {
179 physic.enable_gravity(false);
180 set_sprite(img_stalactite, img_stalactite);
181 } else if(kind == BAD_FISH) {
182 set_sprite(img_fish, img_fish);
183 physic.enable_gravity(true);
184 } else if(kind == BAD_FLYINGSNOWBALL) {
185 set_sprite(img_flyingsnowball, img_flyingsnowball);
186 physic.enable_gravity(false);
187 } else if(kind == BAD_SPIKY) {
188 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
189 set_sprite(img_spiky_left, img_spiky_right);
190 } else if(kind == BAD_SNOWBALL) {
191 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
192 set_sprite(img_snowball_left, img_snowball_right);
195 // if we're in a solid tile at start correct that now
196 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
198 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
199 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
200 while(collision_object_map(base))
206 BadGuy::action_mriceblock(double frame_ratio)
208 Player& tux = *World::current()->get_tux();
213 /* Move left/right: */
217 physic.apply(frame_ratio, base.x, base.y);
218 if (dying != DYING_FALLING)
219 collision_swept_object_map(&old_base,&base);
221 else if (mode == HELD)
222 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
223 /* If we're holding the iceblock */
227 base.x = tux.base.x + 16;
228 base.y = tux.base.y + tux.base.height/1.5 - base.height;
230 else /* facing left */
232 base.x = tux.base.x - 16;
233 base.y = tux.base.y + tux.base.height/1.5 - base.height;
235 if(collision_object_map(base))
238 base.y = tux.base.y + tux.base.height/1.5 - base.height;
241 if(tux.input.fire != DOWN) /* SHOOT! */
250 tux.kick_timer.start(KICKING_TIME);
251 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
252 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
253 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
260 check_horizontal_bump();
261 if(mode == KICK && changed != dir)
263 /* handle stereo sound (number 10 should be tweaked...)*/
264 if (base.x < scroll_x + screen->w/2 - 10)
265 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
266 else if (base.x > scroll_x + screen->w/2 + 10)
267 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
269 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
273 /* Handle mode timer: */
279 set_sprite(img_mriceblock_left, img_mriceblock_right);
280 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
286 BadGuy::check_horizontal_bump(bool checkcliff)
288 float halfheight = base.height / 2;
289 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
292 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
295 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
298 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
302 // don't check for cliffs when we're falling
305 if(!issolid(base.x + base.width/2, base.y + base.height))
308 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
311 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
314 if(dir == RIGHT && !issolid(base.x + base.width,
315 (int) base.y + base.height + halfheight))
318 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
326 /* Fall if we get off the ground: */
327 if (dying != DYING_FALLING)
329 if (!issolid(base.x+base.width/2, base.y + base.height))
331 // not solid below us? enable gravity
332 physic.enable_gravity(true);
337 if (physic.get_velocity_y() < 0)
339 base.y = int((base.y + base.height)/32) * 32 - base.height;
340 physic.set_velocity_y(0);
342 // no gravity anymore please
343 physic.enable_gravity(false);
345 if (stay_on_platform && mode == NORMAL)
347 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
348 base.y + base.height))
353 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
358 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
366 physic.enable_gravity(true);
377 BadGuy::action_jumpy(double frame_ratio)
379 const float vy = physic.get_velocity_y();
381 // XXX: These tests *should* use location from ground, not velocity
382 if (fabsf(vy) > 5.6f)
383 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
384 else if (fabsf(vy) > 5.3f)
385 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
387 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
389 Player& tux = *World::current()->get_tux();
391 static const float JUMPV = 6;
394 // jump when on ground
395 if(dying == DYING_NOT && issolid(base.x, base.y+32))
397 physic.set_velocity_y(JUMPV);
398 physic.enable_gravity(true);
402 else if(mode == JUMPY_JUMP)
407 // set direction based on tux
408 if(tux.base.x > base.x)
414 physic.apply(frame_ratio, base.x, base.y);
415 if(dying == DYING_NOT)
416 collision_swept_object_map(&old_base, &base);
420 BadGuy::action_mrbomb(double frame_ratio)
422 if (dying == DYING_NOT)
423 check_horizontal_bump(true);
427 physic.apply(frame_ratio, base.x, base.y);
428 if (dying != DYING_FALLING)
429 collision_swept_object_map(&old_base,&base);
433 BadGuy::action_bomb(double frame_ratio)
435 static const int TICKINGTIME = 1000;
436 static const int EXPLODETIME = 1000;
442 timer.start(TICKINGTIME);
443 } else if(!timer.check()) {
444 if(mode == BOMB_TICKING) {
446 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
447 dying = DYING_NOT; // now the bomb hurts
448 timer.start(EXPLODETIME);
450 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
451 if (base.x < scroll_x + screen->w/2 - 10)
452 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
453 else if (base.x > scroll_x + screen->w/2 + 10)
454 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
456 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
458 } else if(mode == BOMB_EXPLODE) {
465 physic.apply(frame_ratio, base.x, base.y);
466 collision_swept_object_map(&old_base,&base);
470 BadGuy::action_stalactite(double frame_ratio)
472 Player& tux = *World::current()->get_tux();
474 static const int SHAKETIME = 800;
475 static const int RANGE = 40;
478 // start shaking when tux is below the stalactite and at least 40 pixels
480 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
481 && tux.base.y + tux.base.height > base.y) {
482 timer.start(SHAKETIME);
483 mode = STALACTITE_SHAKING;
485 } if(mode == STALACTITE_SHAKING) {
486 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
488 mode = STALACTITE_FALL;
490 } else if(mode == STALACTITE_FALL) {
492 /* Destroy if we collides with land */
493 if(issolid(base.x+base.width/2, base.y+base.height))
496 dying = DYING_SQUISHED;
498 set_sprite(img_stalactite_broken, img_stalactite_broken);
500 } else if(mode == FLAT) {
505 physic.apply(frame_ratio, base.x, base.y);
507 if(dying == DYING_SQUISHED && !timer.check())
512 BadGuy::action_flame(double frame_ratio)
514 static const float radius = 100;
515 static const float speed = 0.02;
516 base.x = old_base.x + cos(base.ym) * radius;
517 base.y = old_base.y + sin(base.ym) * radius;
519 base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
523 BadGuy::action_fish(double frame_ratio)
525 static const float JUMPV = 6;
526 static const int WAITTIME = 1000;
528 // go in wait mode when back in water
529 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
530 && physic.get_velocity_y() <= 0 && mode == NORMAL)
534 physic.set_velocity(0, 0);
535 physic.enable_gravity(false);
536 timer.start(WAITTIME);
538 else if(mode == FISH_WAIT && !timer.check())
541 set_sprite(img_fish, img_fish);
543 physic.set_velocity(0, JUMPV);
544 physic.enable_gravity(true);
547 physic.apply(frame_ratio, base.x, base.y);
548 if(dying == DYING_NOT)
549 collision_swept_object_map(&old_base, &base);
551 if(physic.get_velocity_y() < 0)
552 set_sprite(img_fish_down, img_fish_down);
556 BadGuy::action_bouncingsnowball(double frame_ratio)
558 static const float JUMPV = 4.5;
562 // jump when on ground
563 if(dying == DYING_NOT && issolid(base.x, base.y+32))
565 physic.set_velocity_y(JUMPV);
566 physic.enable_gravity(true);
573 // check for right/left collisions
574 check_horizontal_bump();
576 physic.apply(frame_ratio, base.x, base.y);
577 if(dying == DYING_NOT)
578 collision_swept_object_map(&old_base, &base);
580 // Handle dying timer:
581 if (dying == DYING_SQUISHED && !timer.check())
583 /* Remove it if time's up: */
590 BadGuy::action_flyingsnowball(double frame_ratio)
592 static const float FLYINGSPEED = 1;
593 static const int DIRCHANGETIME = 1000;
595 // go into flyup mode if none specified yet
596 if(dying == DYING_NOT && mode == NORMAL) {
598 physic.set_velocity_y(FLYINGSPEED);
599 timer.start(DIRCHANGETIME/2);
602 if(dying == DYING_NOT && !timer.check()) {
605 physic.set_velocity_y(-FLYINGSPEED);
606 } else if(mode == FLY_DOWN) {
608 physic.set_velocity_y(FLYINGSPEED);
610 timer.start(DIRCHANGETIME);
613 if(dying != DYING_NOT)
614 physic.enable_gravity(true);
616 physic.apply(frame_ratio, base.x, base.y);
617 if(dying == DYING_NOT || dying == DYING_SQUISHED)
618 collision_swept_object_map(&old_base, &base);
620 // Handle dying timer:
621 if (dying == DYING_SQUISHED && !timer.check())
623 /* Remove it if time's up: */
630 BadGuy::action_spiky(double frame_ratio)
632 if (dying == DYING_NOT)
633 check_horizontal_bump();
637 // jump when we're about to fall
638 if (physic.get_velocity_y() == 0 &&
639 !issolid(base.x+base.width/2, base.y + base.height)) {
640 physic.enable_gravity(true);
641 physic.set_velocity_y(2);
645 physic.apply(frame_ratio, base.x, base.y);
646 if (dying != DYING_FALLING)
647 collision_swept_object_map(&old_base,&base);
651 BadGuy::action_snowball(double frame_ratio)
653 if (dying == DYING_NOT)
654 check_horizontal_bump();
658 physic.apply(frame_ratio, base.x, base.y);
659 if (dying != DYING_FALLING)
660 collision_swept_object_map(&old_base,&base);
664 BadGuy::action(double frame_ratio)
666 // Remove if it's far off the screen:
667 if (base.x < scroll_x - OFFSCREEN_DISTANCE)
673 // BadGuy fall below the ground
674 if (base.y > screen->h) {
679 // Once it's on screen, it's activated!
680 if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
689 action_mriceblock(frame_ratio);
693 action_jumpy(frame_ratio);
697 action_mrbomb(frame_ratio);
701 action_bomb(frame_ratio);
705 action_stalactite(frame_ratio);
709 action_flame(frame_ratio);
713 action_fish(frame_ratio);
716 case BAD_BOUNCINGSNOWBALL:
717 action_bouncingsnowball(frame_ratio);
720 case BAD_FLYINGSNOWBALL:
721 action_flyingsnowball(frame_ratio);
725 action_spiky(frame_ratio);
729 action_snowball(frame_ratio);
739 // Don't try to draw stuff that is outside of the screen
740 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
743 if(sprite_left == 0 || sprite_right == 0)
748 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
749 sprite->draw(base.x - scroll_x, base.y);
752 fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
756 BadGuy::set_sprite(Sprite* left, Sprite* right)
765 // FIXME: Using the image size for the physics and collision is
766 // a bad idea, since images should always overlap there physical
769 if(base.width == 0 && base.height == 0) {
770 base.width = left->get_width();
771 base.height = left->get_height();
772 } else if(base.width != left->get_width() || base.height != left->get_height()) {
773 base.x -= (left->get_width() - base.width) / 2;
774 base.y -= left->get_height() - base.height;
775 base.width = left->get_width();
776 base.height = left->get_height();
780 base.width = base.height = 0;
784 animation_offset = 0;
786 sprite_right = right;
792 // these can't be bumped
793 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
794 || kind == BAD_FLYINGSNOWBALL)
797 physic.set_velocity_y(3);
802 BadGuy::make_player_jump(Player* player)
804 player->physic.set_velocity_y(2);
805 player->base.y = base.y - player->base.height - 2;
809 BadGuy::squish_me(Player* player)
811 make_player_jump(player);
813 World::current()->add_score(base.x - scroll_x,
814 base.y, 50 * player_status.score_multiplier);
815 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
816 player_status.score_multiplier++;
818 dying = DYING_SQUISHED;
820 physic.set_velocity(0, 0);
824 BadGuy::squish(Player* player)
826 static const int MAX_ICEBLOCK_SQUICHES = 10;
828 if(kind == BAD_MRBOMB) {
829 // mrbomb transforms into a bomb now
830 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
832 make_player_jump(player);
833 World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
834 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
835 player_status.score_multiplier++;
839 } else if (kind == BAD_MRICEBLOCK) {
840 if (mode == NORMAL || mode == KICK)
843 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
845 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
846 physic.set_velocity_x(0);
849 } else if (mode == FLAT) {
851 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
853 if (player->base.x < base.x + (base.width/2)) {
854 physic.set_velocity_x(5);
857 physic.set_velocity_x(-5);
862 player->kick_timer.start(KICKING_TIME);
863 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
866 make_player_jump(player);
868 player_status.score_multiplier++;
870 // check for maximum number of squiches
872 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
878 } else if(kind == BAD_FISH) {
879 // fish can only be killed when falling down
880 if(physic.get_velocity_y() >= 0)
883 make_player_jump(player);
885 World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
886 player_status.score_multiplier++;
888 // simply remove the fish...
891 } else if(kind == BAD_BOUNCINGSNOWBALL) {
893 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
895 } else if(kind == BAD_FLYINGSNOWBALL) {
897 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
899 } else if(kind == BAD_SNOWBALL) {
901 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
907 BadGuy::kill_me(int score)
909 if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
912 dying = DYING_FALLING;
913 if(kind == BAD_MRICEBLOCK) {
914 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
917 Player& tux = *World::current()->get_tux();
918 tux.holding_something = false;
922 physic.enable_gravity(true);
924 /* Gain some points: */
925 World::current()->add_score(base.x - scroll_x, base.y,
926 score * player_status.score_multiplier);
928 /* Play death sound: */
929 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
932 void BadGuy::explode(BadGuy *badguy)
934 World::current()->add_bad_guy(badguy->base.x, badguy->base.y, BAD_BOMB);
939 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
941 BadGuy* pbad_c = NULL;
943 if(type == COLLISION_BUMP) {
948 if(type == COLLISION_SQUISH) {
949 Player* player = static_cast<Player*>(p_c_object);
954 /* COLLISION_NORMAL */
962 pbad_c = (BadGuy*) p_c_object;
964 /* If we're a kicked mriceblock, kill any badguys we hit */
965 if(kind == BAD_MRICEBLOCK && mode == KICK)
970 // a held mriceblock gets kills the enemy too but falls to ground then
971 else if(kind == BAD_MRICEBLOCK && mode == HELD)
977 /* Kill badguys that run into exploding bomb */
978 else if (kind == BAD_BOMB && dying == DYING_NOT)
980 if (pbad_c->kind == BAD_MRBOMB)
982 // mrbomb transforms into a bomb now
986 else if (pbad_c->kind != BAD_MRBOMB)
992 /* Kill any badguys that get hit by stalactite */
993 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
995 if (pbad_c->kind == BAD_MRBOMB)
997 // mrbomb transforms into a bomb now
1002 pbad_c->kill_me(50);
1005 /* When enemies run into eachother, make them change directions */
1008 // Jumpy, fish, flame, stalactites are exceptions
1009 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1010 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1013 // Bounce off of other badguy if we land on top of him
1014 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1016 if (pbad_c->dir == LEFT)
1019 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1021 else if (pbad_c->dir == RIGHT)
1024 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1031 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1034 if (pbad_c->kind != BAD_FLAME)
1039 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1041 else if (dir == RIGHT)
1044 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1053 Player* player = static_cast<Player*>(p_c_object);
1054 /* Get kicked if were flat */
1055 if (mode == FLAT && !dying)
1057 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1059 // Hit from left side
1060 if (player->base.x < base.x) {
1061 physic.set_velocity_x(5);
1064 // Hit from right side
1066 physic.set_velocity_x(-5);
1071 player->kick_timer.start(KICKING_TIME);
1072 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1080 //---------------------------------------------------------------------------
1082 void load_badguy_gfx()
1084 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1085 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1086 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1087 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1088 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1089 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1090 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1091 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1092 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1093 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1094 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1095 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1096 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1097 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1098 img_stalactite = sprite_manager->load("stalactite");
1099 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1100 img_flame = sprite_manager->load("flame");
1101 img_fish = sprite_manager->load("fish");
1102 img_fish_down = sprite_manager->load("fish-down");
1103 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1104 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1105 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1106 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1107 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1108 img_spiky_left = sprite_manager->load("spiky-left");
1109 img_spiky_right = sprite_manager->load("spiky-right");
1110 img_snowball_left = sprite_manager->load("snowball-left");
1111 img_snowball_right = sprite_manager->load("snowball-right");
1112 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1113 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1116 void free_badguy_gfx()