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
26 #include "app/globals.h"
28 #include "special/sprite_manager.h"
29 #include "utils/lispwriter.h"
32 #include "resources.h"
37 #include "statistics.h"
38 #include "badguy_specs.h"
40 #define BADGUY_WALK_SPEED .8f
41 #define WINGLING_FLY_SPEED 1.6f
43 BadGuyKind badguykind_from_string(const std::string& str)
45 if (str == "jumpy" || str == "money") // was "money" in ancient versions
47 else if (str == "mriceblock" || str == "laptop") // was "laptop" in ancient versions
48 return BAD_MRICEBLOCK;
49 else if (str == "mrbomb")
51 else if (str == "stalactite")
52 return BAD_STALACTITE;
53 else if (str == "flame")
55 else if (str == "fish")
57 else if (str == "flamefish")
59 else if (str == "bouncingsnowball")
60 return BAD_BOUNCINGSNOWBALL;
61 else if (str == "flyingsnowball")
62 return BAD_FLYINGSNOWBALL;
63 else if (str == "spiky")
65 else if (str == "snowball" || str == "bsod") // was "bsod" in ancient versions
67 else if (str == "wingling")
69 else if (str == "walkingtree")
70 return BAD_WALKINGTREE;
71 else if(str == "bomb") // not to be used as a real bad guys
79 std::string badguykind_to_string(BadGuyKind kind)
104 case BAD_BOUNCINGSNOWBALL:
105 return "bouncingsnowball";
107 case BAD_FLYINGSNOWBALL:
108 return "flyingsnowball";
119 case BAD_WALKINGTREE:
120 return "walkingtree";
121 case BAD_BOMB: // not to be used as a real bad guys
129 BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
130 : removable(false), squishcount(0)
132 lispreader.read_float("x", start_position.x);
133 lispreader.read_float("y", start_position.y);
137 stay_on_platform = false;
138 lispreader.read_bool("stay-on-platform", stay_on_platform);
143 BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
144 : removable(false), squishcount(0)
146 start_position.x = x;
147 start_position.y = y;
148 stay_on_platform = false;
172 animation_offset = 0;
173 target.x = target.y = -1;
175 frozen_timer.init(true);
178 specs = badguyspecs_manager->load(badguykind_to_string(kind));
180 set_action("hide", "hide");
182 // if we're in a solid tile at start correct that now
183 if(Sector::current()) {
184 if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base))
186 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
187 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
188 while(collision_object_map(base))
192 if(Sector::current()->camera) {
193 Vector scroll = Sector::current()->camera->get_translation();
195 if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
196 start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
197 start_position.y > scroll.y - Y_OFFSCREEN_DISTANCE &&
198 start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
202 if(start_position.x >= 0 && start_position.x < screen->w
203 && start_position.y >= 0 && start_position.y < screen->h)
209 BadGuy::write(LispWriter& writer)
211 writer.start_list(badguykind_to_string(kind));
213 writer.write_float("x", base.x);
214 writer.write_float("y", base.y);
215 writer.write_bool("stay-on-platform", stay_on_platform);
217 writer.end_list(badguykind_to_string(kind));
221 BadGuy::activate(Direction activation_dir)
224 animation_offset = 0;
225 target.x = target.y = -1;
227 frozen_timer.init(true);
230 dir = activation_dir;
231 float dirsign = activation_dir == LEFT ? -1 : 1;
233 set_action("left", "right");
234 if(kind == BAD_MRBOMB) {
235 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
236 } else if (kind == BAD_MRICEBLOCK) {
237 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
238 } else if(kind == BAD_JUMPY) {
239 set_action("left-up", "right-up");
240 } else if(kind == BAD_BOMB) {
241 set_action("ticking-left", "ticking-right");
242 // hack so that the bomb doesn't hurt until it expldes...
243 dying = DYING_SQUISHED;
244 } else if(kind == BAD_FLAME) {
246 physic.enable_gravity(false);
247 set_action("normal", "normal");
248 } else if(kind == BAD_BOUNCINGSNOWBALL) {
249 physic.set_velocity(dirsign * 1.3, 0);
250 } else if(kind == BAD_STALACTITE) {
251 physic.enable_gravity(false);
252 set_action("normal", "normal");
253 } else if(kind == BAD_FISH) {
254 set_action("normal", "normal");
255 physic.enable_gravity(true);
256 } else if(kind == BAD_FLAMEFISH) {
257 set_action("normal", "normal");
258 physic.enable_gravity(true);
259 } else if(kind == BAD_FLYINGSNOWBALL) {
260 physic.enable_gravity(false);
261 } else if(kind == BAD_SPIKY) {
262 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
263 } else if(kind == BAD_SNOWBALL) {
264 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
265 } else if(kind == BAD_WINGLING) {
266 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
267 physic.enable_gravity(false);
268 set_action("left", "left");
269 } else if (kind == BAD_WALKINGTREE) {
270 // TODO: why isn't the height/width being set properly in set_action?
271 physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
273 set_action("left", "left");
278 base.x = start_position.x;
279 base.y = start_position.y;
287 // Set action as the "default" one.
288 specs->sprite->set_action("left");
290 specs->sprite->set_action("left-up");
291 else if(kind == BAD_BOMB)
292 specs->sprite->set_action("ticking-left");
293 else if(kind == BAD_FLAME)
294 specs->sprite->set_action("normal");
295 else if(kind == BAD_STALACTITE)
296 specs->sprite->set_action("normal");
297 else if(kind == BAD_FISH)
298 specs->sprite->set_action("normal");
299 else if(kind == BAD_FLAMEFISH)
300 specs->sprite->set_action("normal");
302 return specs->sprite->get_frame(0);
306 BadGuy::action_mriceblock(double elapsed_time)
308 Player& tux = *Sector::current()->player;
313 /* Move left/right: */
317 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
318 if (dying != DYING_FALLING)
319 collision_swept_object_map(&old_base,&base);
321 else if (mode == HELD)
322 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
323 /* If we're holding the iceblock */
325 if(tux.size == SMALL)
328 base.x = tux.base.x + 24;
330 base.x = tux.base.x - 12;
331 base.y = tux.base.y + tux.base.height/1.5 - base.height;
336 base.x = tux.base.x + 24;
338 base.x = tux.base.x - 4;
339 base.y = tux.base.y + tux.base.height/1.5 - base.height;
342 if(collision_object_map(base))
345 base.y = tux.base.y + tux.base.height/1.5 - base.height;
348 if(tux.input.fire != DOWN) /* SHOOT! */
351 base.x = tux.base.x - base.width;
353 base.x = tux.base.x + tux.base.width;
357 tux.kick_timer.start(KICKING_TIME);
358 set_action("flat-left", "flat-right");
359 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
360 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
367 check_horizontal_bump();
368 if(mode == KICK && changed != dir)
370 SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
374 /* Handle mode timer: */
380 set_action("left", "right");
381 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
387 BadGuy::check_horizontal_bump(bool checkcliff)
389 float halfheight = base.height / 2;
390 if (dir == LEFT && issolid( base.x, base.y + halfheight))
392 if (kind == BAD_MRICEBLOCK && mode == KICK)
394 Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
395 Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
399 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
402 if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
404 if (kind == BAD_MRICEBLOCK && mode == KICK)
406 Sector::current()->trybreakbrick(
407 Vector(base.x + base.width, base.y + halfheight), false);
408 Sector::current()->tryemptybox(
409 Vector(base.x + base.width, base.y + halfheight), dir);
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_action("left-iced", "right-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_action("left-down", "right-down");
499 else if (fabsf(vy) > 5.3f)
500 set_action("left-middle", "right-middle");
502 set_action("left-up", "right-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(dying == DYING_NOT)
525 if(tux.base.x > base.x)
532 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
533 if(dying == DYING_NOT)
534 collision_swept_object_map(&old_base, &base);
538 BadGuy::action_mrbomb(double elapsed_time)
540 if(frozen_timer.check())
542 set_action("iced-left", "iced-right");
546 if (dying == DYING_NOT)
547 check_horizontal_bump(true);
551 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
552 if (dying != DYING_FALLING)
553 collision_swept_object_map(&old_base,&base);
557 BadGuy::action_bomb(double elapsed_time)
559 static const int TICKINGTIME = 1000;
560 static const int EXPLODETIME = 1000;
566 timer.start(TICKINGTIME);
567 } else if(!timer.check()) {
568 if(mode == BOMB_TICKING) {
570 set_action("explosion", "explosion");
571 dying = DYING_NOT; // now the bomb hurts
572 timer.start(EXPLODETIME);
574 SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
575 } else if(mode == BOMB_EXPLODE) {
582 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
583 collision_swept_object_map(&old_base,&base);
587 BadGuy::action_stalactite(double elapsed_time)
589 Player& tux = *Sector::current()->player;
591 static const int SHAKETIME = 800;
592 static const int RANGE = 40;
595 // start shaking when tux is below the stalactite and at least 40 pixels
597 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
598 && tux.base.y + tux.base.height > base.y
599 && tux.dying == DYING_NOT) {
600 timer.start(SHAKETIME);
601 mode = STALACTITE_SHAKING;
603 } if(mode == STALACTITE_SHAKING) {
604 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
606 mode = STALACTITE_FALL;
608 } else if(mode == STALACTITE_FALL) {
610 /* Destroy if we collides with land */
611 if(issolid(base.x+base.width/2, base.y+base.height))
614 dying = DYING_SQUISHED;
616 set_action("broken", "broken");
618 } else if(mode == FLAT) {
623 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
625 if(dying == DYING_SQUISHED && !timer.check())
630 BadGuy::action_flame(double elapsed_time)
632 static const float radius = 100;
633 static const float speed = 0.02;
634 base.x = old_base.x + cos(angle) * radius;
635 base.y = old_base.y + sin(angle) * radius;
637 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
641 BadGuy::action_fish(double elapsed_time)
643 if(frozen_timer.check())
645 if(physic.get_velocity_y() < 0)
646 set_action("iced-down", "iced-down");
648 set_action("iced", "iced");
653 static const float JUMPV = 6;
654 static const int WAITTIME = 1000;
656 // go in wait mode when back in water
657 if(dying == DYING_NOT
658 && gettile(base.x, base.y + base.height)
659 && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
660 && physic.get_velocity_y() <= 0 && mode == NORMAL)
663 set_action("hide", "hide");
664 physic.set_velocity(0, 0);
665 physic.enable_gravity(false);
666 timer.start(WAITTIME);
668 else if(mode == FISH_WAIT && !timer.check())
671 set_action("normal", "normal");
673 physic.set_velocity(0, JUMPV);
674 physic.enable_gravity(true);
677 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
678 if(dying == DYING_NOT)
679 collision_swept_object_map(&old_base, &base);
681 if(physic.get_velocity_y() < 0)
683 set_action("down", "down");
688 BadGuy::action_bouncingsnowball(double elapsed_time)
690 static const float JUMPV = 4.5;
694 // jump when on ground
695 if(dying == DYING_NOT && issolid(base.x, base.y+32))
697 physic.set_velocity_y(JUMPV);
698 physic.enable_gravity(true);
705 // check for right/left collisions
706 check_horizontal_bump();
708 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
709 if(dying == DYING_NOT)
710 collision_swept_object_map(&old_base, &base);
712 // Handle dying timer:
713 if (dying == DYING_SQUISHED && !timer.check())
718 BadGuy::action_flyingsnowball(double elapsed_time)
720 static const float FLYINGSPEED = 1;
721 static const int DIRCHANGETIME = 1000;
723 // go into flyup mode if none specified yet
724 if(dying == DYING_NOT && mode == NORMAL) {
726 physic.set_velocity_y(FLYINGSPEED);
727 timer.start(DIRCHANGETIME/2);
730 if(dying == DYING_NOT && !timer.check()) {
733 physic.set_velocity_y(-FLYINGSPEED);
734 } else if(mode == FLY_DOWN) {
736 physic.set_velocity_y(FLYINGSPEED);
738 timer.start(DIRCHANGETIME);
741 if(dying != DYING_NOT)
742 physic.enable_gravity(true);
744 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
745 if(dying == DYING_NOT || dying == DYING_SQUISHED)
746 collision_swept_object_map(&old_base, &base);
748 if(dying == DYING_NOT)
750 // set direction based on tux
751 if(Sector::current()->player->base.x > base.x)
757 // Handle dying timer:
758 if (dying == DYING_SQUISHED && !timer.check())
763 BadGuy::action_spiky(double elapsed_time)
765 if(frozen_timer.check())
767 set_action("iced-left", "iced-right");
771 if (dying == DYING_NOT)
772 check_horizontal_bump();
776 // jump when we're about to fall
777 if (physic.get_velocity_y() == 0 &&
778 !issolid(base.x+base.width/2, base.y + base.height)) {
779 physic.enable_gravity(true);
780 physic.set_velocity_y(2);
784 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
785 if (dying != DYING_FALLING)
786 collision_swept_object_map(&old_base,&base);
790 BadGuy::action_snowball(double elapsed_time)
792 if (dying == DYING_NOT)
793 check_horizontal_bump();
797 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
798 if (dying != DYING_FALLING)
799 collision_swept_object_map(&old_base,&base);
801 // Handle dying timer:
802 if (dying == DYING_SQUISHED && !timer.check())
807 BadGuy::action_wingling(double elapsed_time)
809 if (dying != DYING_NOT)
810 physic.enable_gravity(true);
813 Player& tux = *Sector::current()->player;
814 int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
816 if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
818 if (target.x < 0 && target.y < 0)
820 target.x = tux.base.x;
821 target.y = tux.base.y;
822 physic.set_velocity(dirsign * 1.5f, -2.25f);
825 else if (base.y >= target.y - 16)
826 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
829 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
832 // Handle dying timer:
833 if (dying == DYING_SQUISHED && !timer.check())
836 // TODO: Winglings should be removed after flying off the screen
840 BadGuy::action_walkingtree(double elapsed_time)
842 if (dying == DYING_NOT)
843 check_horizontal_bump();
847 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
848 if (dying != DYING_FALLING)
849 collision_swept_object_map(&old_base,&base);
851 // Handle dying timer:
852 if (dying == DYING_SQUISHED && !timer.check())
857 BadGuy::action(float elapsed_time)
859 float scroll_x = Sector::current()->camera->get_translation().x;
860 float scroll_y = Sector::current()->camera->get_translation().y;
862 // BadGuy fall below the ground
863 if (base.y > Sector::current()->solids->get_height() * 32) {
868 // Kill us if we landed on spikes
869 if (dying == DYING_NOT
870 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
871 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
872 || isspike(base.x, base.y + base.height)
873 || isspike(base.x + base.width, base.y + base.height)))
875 physic.set_velocity_y(3);
880 /* activate badguys if they're just inside the offscreen_distance around the
881 * screen. Don't activate them inside the screen, since that might have the
882 * effect of badguys suddenly popping up from nowhere
884 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
885 start_position.x < scroll_x - base.width)
887 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
888 start_position.y < scroll_y - base.height)
890 else if(start_position.x > scroll_x + screen->w &&
891 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
893 else if(start_position.y > scroll_y + screen->h &&
894 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
897 if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
898 || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
899 || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
900 || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
902 if(dying != DYING_NOT)
913 action_mriceblock(elapsed_time);
917 action_jumpy(elapsed_time);
921 action_mrbomb(elapsed_time);
925 action_bomb(elapsed_time);
929 action_stalactite(elapsed_time);
933 action_flame(elapsed_time);
938 action_fish(elapsed_time);
941 case BAD_BOUNCINGSNOWBALL:
942 action_bouncingsnowball(elapsed_time);
945 case BAD_FLYINGSNOWBALL:
946 action_flyingsnowball(elapsed_time);
950 action_spiky(elapsed_time);
954 action_snowball(elapsed_time);
958 action_wingling(elapsed_time);
961 case BAD_WALKINGTREE:
962 action_walkingtree(elapsed_time);
971 BadGuy::draw(DrawingContext& context)
973 if((dir == LEFT && action_left == "hide") ||
974 (dir == RIGHT && action_right == "hide"))
978 specs->sprite->set_action(action_left);
979 else // if(dir == RIGHT)
980 specs->sprite->set_action(action_right);
982 if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
983 specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
985 specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
988 context.draw_filled_rect(Vector(base.x, base.y),
989 Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
993 BadGuy::set_action(std::string left, std::string right)
999 action_right = right;
1009 // FIXME: Using the image size for the physics and collision is
1010 // a bad idea, since images should always overlap there physical
1013 if(base.width == 0 && base.height == 0) {
1014 base.width = left->get_width();
1015 base.height = left->get_height();
1016 } else if(base.width != left->get_width() || base.height != left->get_height()) {
1017 base.x -= (left->get_width() - base.width) / 2;
1018 base.y -= left->get_height() - base.height;
1019 base.width = left->get_width();
1020 base.height = left->get_height();
1024 base.width = base.height = 0;
1028 animation_offset = 0;
1030 sprite_right = right;
1037 // these can't be bumped
1038 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
1039 || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
1042 physic.set_velocity_y(3);
1047 BadGuy::squish_me(Player* player)
1049 player->bounce(this);
1051 Sector::current()->add_score(Vector(base.x, base.y),
1052 25 * player_status.score_multiplier);
1054 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1055 player_status.score_multiplier++;
1057 dying = DYING_SQUISHED;
1059 physic.set_velocity(0, 0);
1063 BadGuy::squish(Player* player)
1065 static const int MAX_ICEBLOCK_SQUICHES = 10;
1067 if(kind == BAD_MRBOMB) {
1068 // mrbomb transforms into a bomb now
1071 player->bounce(this);
1072 Sector::current()->add_score(Vector(base.x, base.y),
1073 25 * player_status.score_multiplier);
1074 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1076 player_status.score_multiplier++;
1079 } else if (kind == BAD_MRICEBLOCK) {
1080 if (mode == NORMAL || mode == KICK)
1083 SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
1085 set_action("flat-left", "flat-right");
1086 physic.set_velocity_x(0);
1089 } else if (mode == FLAT) {
1091 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1093 if (player->base.x < base.x + (base.width/2)) {
1094 physic.set_velocity_x(5);
1097 physic.set_velocity_x(-5);
1102 player->kick_timer.start(KICKING_TIME);
1103 set_action("flat-left", "flat-right");
1106 player->bounce(this);
1108 player_status.score_multiplier++;
1110 // check for maximum number of squishes
1112 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1118 } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
1119 // fish can only be killed when falling down
1120 if(physic.get_velocity_y() >= 0)
1123 player->bounce(this);
1125 Sector::current()->add_score(Vector(base.x, base.y),
1126 25 * player_status.score_multiplier);
1128 player_status.score_multiplier++;
1130 // simply remove the fish...
1133 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1135 set_action("squished", "squished");
1137 } else if(kind == BAD_FLYINGSNOWBALL) {
1139 set_action("squished-left", "squished-right");
1141 } else if(kind == BAD_SNOWBALL) {
1143 set_action("squished-left", "squished-right");
1145 } else if(kind == BAD_WINGLING) {
1147 set_action("left", "right");
1148 } else if(kind == BAD_WALKINGTREE) {
1149 if (mode == BGM_BIG)
1151 set_action("left-small", "left-small");
1152 physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
1154 /* Move to the player's direction */
1155 if(dir != Sector::current()->player->dir)
1156 physic.set_velocity_x(-physic.get_velocity_x());
1157 dir = Sector::current()->player->dir;
1159 // XXX magic number: 66 is BGM_BIG height
1161 player->bounce(this);
1162 base.y += 66 - base.height;
1164 Sector::current()->add_score(Vector(base.x, base.y),
1165 25 * player_status.score_multiplier);
1166 player_status.score_multiplier++;
1176 BadGuy::kill_me(int score)
1178 if(kind == BAD_BOMB)
1182 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
1184 dying = DYING_FALLING;
1185 if(kind == BAD_MRICEBLOCK) {
1186 set_action("falling-left", "falling-right");
1189 Player& tux = *Sector::current()->player;
1190 tux.holding_something = false;
1194 physic.enable_gravity(true);
1196 /* Gain some points: */
1198 Sector::current()->add_score(Vector(base.x, base.y),
1199 score * player_status.score_multiplier);
1201 /* Play death sound: */
1202 SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
1206 BadGuy::explode(bool right_way)
1208 BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1211 badguy->timer.start(0);
1212 badguy->mode = BOMB_TICKING;
1220 BadGuy::collision(const MovingObject&, int)
1226 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1228 BadGuy* pbad_c = NULL;
1229 Bullet* pbullet_c = NULL;
1231 if(type == COLLISION_BUMP) {
1236 if(type == COLLISION_SQUISH) {
1237 Player* player = static_cast<Player*>(p_c_object);
1242 /* COLLISION_NORMAL */
1246 pbullet_c = (Bullet*) p_c_object;
1248 if(pbullet_c->kind == FIRE_BULLET)
1250 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
1251 && kind != BAD_FLAMEFISH)
1254 else if(pbullet_c->kind == ICE_BULLET)
1256 if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
1259 frozen_timer.start(FROZEN_TIME);
1264 pbad_c = (BadGuy*) p_c_object;
1267 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1268 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1269 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1271 pbad_c->kill_me(25);
1274 // a held mriceblock kills the enemy too but falls to ground then
1275 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1277 pbad_c->kill_me(25);
1281 /* Kill badguys that run into exploding bomb */
1282 else if (kind == BAD_BOMB && dying == DYING_NOT)
1284 if (pbad_c->kind == BAD_MRBOMB)
1286 // mrbomb transforms into a bomb now
1287 pbad_c->explode(true);
1292 pbad_c->kill_me(50);
1296 /* Kill any badguys that get hit by stalactite */
1297 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1299 if (pbad_c->kind == BAD_MRBOMB)
1301 // mrbomb transforms into a bomb now
1302 pbad_c->explode(false);
1306 pbad_c->kill_me(50);
1309 /* When enemies run into eachother, make them change directions */
1312 // Wingling doesn't interact with other badguys
1313 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1316 // Jumpy, fish, flame, stalactites, wingling are exceptions
1317 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1318 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
1319 || pbad_c->kind == BAD_FLAMEFISH)
1322 // Bounce off of other badguy if we land on top of him
1323 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1325 if (pbad_c->dir == LEFT)
1328 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1330 else if (pbad_c->dir == RIGHT)
1333 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1338 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1341 if (pbad_c->kind != BAD_FLAME)
1346 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1348 // Put bad guys a part (or they get jammed)
1349 // only needed to do to one of them
1350 if (physic.get_velocity_x() != 0)
1351 base.x = pbad_c->base.x + pbad_c->base.width + 1;
1353 else if (dir == RIGHT)
1356 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1365 Player* player = static_cast<Player*>(p_c_object);
1366 /* Get kicked if were flat */
1367 if (mode == FLAT && !dying)
1369 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1371 // Hit from left side
1372 if (player->base.x < base.x) {
1373 physic.set_velocity_x(5);
1376 // Hit from right side
1378 physic.set_velocity_x(-5);
1383 player->kick_timer.start(KICKING_TIME);
1384 set_action("flat-left", "flat-right");