- should fix all cases of bad guys walking/bouncing backwards
[supertux.git] / src / badguy.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Matthias Braun <matze@braunis.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
21 //  02111-1307, USA.
22
23 #include <iostream>
24 #include <math.h>
25
26 #include "globals.h"
27 #include "defines.h"
28 #include "badguy.h"
29 #include "scene.h"
30 #include "screen.h"
31 #include "world.h"
32 #include "tile.h"
33 #include "resources.h"
34 #include "sprite_manager.h"
35
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;
52 Sprite* img_flame;
53 Sprite* img_fish;
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;
66
67 #define BADGUY_WALK_SPEED .8f
68
69 BadGuyKind  badguykind_from_string(const std::string& str)
70 {
71   if (str == "money" || str == "jumpy") // was money in old maps
72     return BAD_JUMPY;
73   else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
74     return BAD_MRICEBLOCK;
75   else if (str == "mrbomb")
76     return BAD_MRBOMB;
77   else if (str == "stalactite")
78     return BAD_STALACTITE;
79   else if (str == "flame")
80     return BAD_FLAME;
81   else if (str == "fish")
82     return BAD_FISH;
83   else if (str == "bouncingsnowball")
84     return BAD_BOUNCINGSNOWBALL;
85   else if (str == "flyingsnowball")
86     return BAD_FLYINGSNOWBALL;
87   else if (str == "spiky")
88     return BAD_SPIKY;
89   else if (str == "snowball" || str == "bsod") // was bsod in old maps
90     return BAD_SNOWBALL;
91   else
92     {
93       printf("Couldn't convert badguy: '%s'\n", str.c_str());
94       return BAD_SNOWBALL;
95     }
96 }
97
98 std::string badguykind_to_string(BadGuyKind kind)
99 {
100   switch(kind)
101     {
102     case BAD_JUMPY:
103       return "jumpy";
104       break;
105     case BAD_MRICEBLOCK:
106       return "mriceblock";
107       break;
108     case BAD_MRBOMB:
109       return "mrbomb";
110       break;
111     case BAD_STALACTITE:
112       return "stalactite";
113       break;
114     case BAD_FLAME:
115       return "flame";
116       break;
117     case BAD_FISH:
118       return "fish";
119       break;
120     case BAD_BOUNCINGSNOWBALL:
121       return "bouncingsnowball";
122       break;
123     case BAD_FLYINGSNOWBALL:
124       return "flyingsnowball";
125       break;
126     case BAD_SPIKY:
127       return "spiky";
128       break;
129     case BAD_SNOWBALL:
130       return "snowball";
131       break;
132     default:
133       return "snowball";
134     }
135 }
136
137 BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
138   : removable(false), squishcount(0)
139 {
140   base.x   = x;
141   base.y   = y;    
142   base.width  = 0;
143   base.height = 0;
144   base.xm  = 0;
145   base.ym  = 0;
146
147   stay_on_platform = stay_on_platform_;
148   mode     = NORMAL;
149   dying    = DYING_NOT;
150   kind     = kind_;
151   old_base = base;
152   dir      = LEFT;
153   seen     = false;
154   animation_offset = 0;
155   sprite_left = sprite_right = 0;
156   physic.reset();
157   timer.init(true);
158
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);
193   }
194
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)) {
197     printf("Warning: badguy started in wall!.\n");
198     while(collision_object_map(base))
199       --base.y;
200   }
201 }
202
203 void
204 BadGuy::action_mriceblock(float frame_ratio)
205 {
206   Player& tux = *World::current()->get_tux();
207
208   if(mode != HELD)
209     fall();
210   
211   /* Move left/right: */
212   if (mode != HELD)
213     {
214       // move
215       physic.apply(frame_ratio, base.x, base.y);
216       if (dying != DYING_FALLING)
217         collision_swept_object_map(&old_base,&base);
218     }
219   else if (mode == HELD)
220     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
221       /* If we're holding the iceblock */
222       dir = tux.dir;
223       if(dir==RIGHT)
224         {
225           base.x = tux.base.x + 16;
226           base.y = tux.base.y + tux.base.height/1.5 - base.height;
227         }
228       else /* facing left */
229         {
230           base.x = tux.base.x - 16;
231           base.y = tux.base.y + tux.base.height/1.5 - base.height;
232         }
233       if(collision_object_map(base))
234         {
235           base.x = tux.base.x;
236           base.y = tux.base.y + tux.base.height/1.5 - base.height;
237         }
238
239       if(tux.input.fire != DOWN) /* SHOOT! */
240         {
241           if(dir == LEFT)
242             base.x -= 24;
243           else
244             base.x += 24;
245           old_base = base;
246
247           mode=KICK;
248           tux.kick_timer.start(KICKING_TIME);
249           set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
250           physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
251           play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
252         }
253     }
254
255   if (!dying)
256     {
257       int changed = dir;
258       check_horizontal_bump();
259       if(mode == KICK && changed != dir)
260         {
261           /* handle stereo sound (number 10 should be tweaked...)*/
262           if (base.x < scroll_x + screen->w/2 - 10)
263             play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
264           else if (base.x > scroll_x + screen->w/2 + 10)
265             play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
266           else
267             play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
268         }
269     }
270
271   /* Handle mode timer: */
272   if (mode == FLAT)
273     {
274       if(!timer.check())
275         {
276           mode = NORMAL;
277           set_sprite(img_mriceblock_left, img_mriceblock_right);
278           physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
279         }
280     }
281 }
282
283 void
284 BadGuy::check_horizontal_bump(bool checkcliff)
285 {
286     float halfheight = base.height / 2;
287     if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
288     {
289         dir = RIGHT;
290         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
291         return;
292     }
293     if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
294     {
295         dir = LEFT;
296         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
297         return;
298     }
299
300     // don't check for cliffs when we're falling
301     if(!checkcliff)
302         return;
303     if(!issolid(base.x + base.width/2, base.y + base.height))
304         return;
305     
306     if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
307     {
308         dir = RIGHT;
309         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
310         return;
311     }
312     if(dir == RIGHT && !issolid(base.x + base.width,
313                 (int) base.y + base.height + halfheight))
314     {
315         dir = LEFT;
316         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
317         return;
318     }
319 }
320
321 void
322 BadGuy::fall()
323 {
324   /* Fall if we get off the ground: */
325   if (dying != DYING_FALLING)
326     {
327       if (!issolid(base.x+base.width/2, base.y + base.height))
328         {
329           // not solid below us? enable gravity
330           physic.enable_gravity(true);
331         }
332       else
333         {
334           /* Land: */
335           if (physic.get_velocity_y() < 0)
336             {
337               base.y = int((base.y + base.height)/32) * 32 - base.height;
338               physic.set_velocity_y(0);
339             }
340           // no gravity anymore please
341           physic.enable_gravity(false);
342
343           if (stay_on_platform && mode == NORMAL)
344             {
345               if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
346                            base.y + base.height))
347                 {
348                   if (dir == LEFT)
349                     dir = RIGHT;
350                   else
351                     dir = LEFT;
352
353                   physic.set_velocity_x(fabs(physic.get_velocity_x()) * dir == LEFT ? -1 : 1);
354                 }
355             }
356         }
357     }
358   else
359     {
360       physic.enable_gravity(true);
361     }
362 }
363
364 void
365 BadGuy::remove_me()
366 {
367   removable = true;
368 }
369
370 void
371 BadGuy::action_jumpy(float frame_ratio)
372 {
373   if (fabsf(physic.get_velocity_y()) < 2.5f)
374     set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
375   else if (physic.get_velocity_y() < 0)
376     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
377   else 
378     set_sprite(img_jumpy_left_down, img_jumpy_left_down);
379
380   Player& tux = *World::current()->get_tux();
381
382   static const float JUMPV = 6;
383     
384   fall();
385   // jump when on ground
386   if(dying == DYING_NOT && issolid(base.x, base.y+32))
387     {
388       physic.set_velocity_y(JUMPV);
389       physic.enable_gravity(true);
390
391       mode = JUMPY_JUMP;
392     }
393   else if(mode == JUMPY_JUMP)
394     {
395       mode = NORMAL;
396     }
397
398   // set direction based on tux
399   if(tux.base.x > base.x)
400     dir = RIGHT;
401   else
402     dir = LEFT;
403
404   // move
405   physic.apply(frame_ratio, base.x, base.y);
406   if(dying == DYING_NOT)
407     collision_swept_object_map(&old_base, &base);
408 }
409
410 void
411 BadGuy::action_mrbomb(float frame_ratio)
412 {
413   if (dying == DYING_NOT)
414     check_horizontal_bump(true);
415
416   fall();
417
418   physic.apply(frame_ratio, base.x, base.y);
419   if (dying != DYING_FALLING)
420     collision_swept_object_map(&old_base,&base); 
421 }
422
423 void
424 BadGuy::action_bomb(float frame_ratio)
425 {
426   static const int TICKINGTIME = 1000;
427   static const int EXPLODETIME = 1000;
428     
429   fall();
430
431   if(mode == NORMAL) {
432     mode = BOMB_TICKING;
433     timer.start(TICKINGTIME);
434   } else if(!timer.check()) {
435     if(mode == BOMB_TICKING) {
436       mode = BOMB_EXPLODE;
437       set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
438       dying = DYING_NOT; // now the bomb hurts
439       timer.start(EXPLODETIME);
440
441       /* play explosion sound */  // FIXME: is the stereo all right? maybe we should use player cordinates...
442       if (base.x < scroll_x + screen->w/2 - 10)
443         play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
444       else if (base.x > scroll_x + screen->w/2 + 10)
445         play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
446       else
447         play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
448
449     } else if(mode == BOMB_EXPLODE) {
450       remove_me();
451       return;
452     }
453   }
454
455   // move
456   physic.apply(frame_ratio, base.x, base.y);                 
457   collision_swept_object_map(&old_base,&base);
458 }
459
460 void
461 BadGuy::action_stalactite(float frame_ratio)
462 {
463   Player& tux = *World::current()->get_tux();
464
465   static const int SHAKETIME = 800;
466   static const int RANGE = 40;
467     
468   if(mode == NORMAL) {
469     // start shaking when tux is below the stalactite and at least 40 pixels
470     // near
471     if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
472             && tux.base.y + tux.base.height > base.y) {
473       timer.start(SHAKETIME);
474       mode = STALACTITE_SHAKING;
475     }
476   } if(mode == STALACTITE_SHAKING) {
477     base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
478     if(!timer.check()) {
479       mode = STALACTITE_FALL;
480     }
481   } else if(mode == STALACTITE_FALL) {
482     fall();
483     /* Destroy if we collides with land */
484     if(issolid(base.x+base.width/2, base.y+base.height))
485     {
486       timer.start(2000);
487       dying = DYING_SQUISHED;
488       mode = FLAT;
489       set_sprite(img_stalactite_broken, img_stalactite_broken);
490     }
491   } else if(mode == FLAT) {
492     fall();
493   }
494
495   // move
496   physic.apply(frame_ratio, base.x, base.y);
497
498   if(dying == DYING_SQUISHED && !timer.check())
499     remove_me();
500 }
501
502 void
503 BadGuy::action_flame(float frame_ratio)
504 {
505     static const float radius = 100;
506     static const float speed = 0.02;
507     base.x = old_base.x + cos(base.ym) * radius;
508     base.y = old_base.y + sin(base.ym) * radius;
509
510     base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
511 }
512
513 void
514 BadGuy::action_fish(float frame_ratio)
515 {
516   static const float JUMPV = 6;
517   static const int WAITTIME = 1000;
518     
519   // go in wait mode when back in water
520   if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
521         && physic.get_velocity_y() <= 0 && mode == NORMAL)
522     {
523       mode = FISH_WAIT;
524       set_sprite(0, 0);
525       physic.set_velocity(0, 0);
526       physic.enable_gravity(false);
527       timer.start(WAITTIME);
528     }
529   else if(mode == FISH_WAIT && !timer.check())
530     {
531       // jump again
532       set_sprite(img_fish, img_fish);
533       mode = NORMAL;
534       physic.set_velocity(0, JUMPV);
535       physic.enable_gravity(true);
536     }
537
538   physic.apply(frame_ratio, base.x, base.y);
539   if(dying == DYING_NOT)
540     collision_swept_object_map(&old_base, &base);
541
542   if(physic.get_velocity_y() < 0)
543     set_sprite(img_fish_down, img_fish_down);
544 }
545
546 void
547 BadGuy::action_bouncingsnowball(float frame_ratio)
548 {
549   static const float JUMPV = 4.5;
550     
551   fall();
552
553   // jump when on ground
554   if(dying == DYING_NOT && issolid(base.x, base.y+32))
555     {
556       physic.set_velocity_y(JUMPV);
557       physic.enable_gravity(true);
558     }                                                     
559   else
560     {
561       mode = NORMAL;
562     }
563
564   // check for right/left collisions
565   check_horizontal_bump();
566
567   physic.apply(frame_ratio, base.x, base.y);
568   if(dying == DYING_NOT)
569     collision_swept_object_map(&old_base, &base);
570
571   // Handle dying timer:
572   if (dying == DYING_SQUISHED && !timer.check())
573     {
574       /* Remove it if time's up: */
575       remove_me();
576       return;
577     }
578 }
579
580 void
581 BadGuy::action_flyingsnowball(float frame_ratio)
582 {
583   static const float FLYINGSPEED = 1;
584   static const int DIRCHANGETIME = 1000;
585     
586   // go into flyup mode if none specified yet
587   if(dying == DYING_NOT && mode == NORMAL) {
588     mode = FLY_UP;
589     physic.set_velocity_y(FLYINGSPEED);
590     timer.start(DIRCHANGETIME/2);
591   }
592
593   if(dying == DYING_NOT && !timer.check()) {
594     if(mode == FLY_UP) {
595       mode = FLY_DOWN;
596       physic.set_velocity_y(-FLYINGSPEED);
597     } else if(mode == FLY_DOWN) {
598       mode = FLY_UP;
599       physic.set_velocity_y(FLYINGSPEED);
600     }
601     timer.start(DIRCHANGETIME);
602   }
603
604   if(dying != DYING_NOT)
605     physic.enable_gravity(true);
606
607   physic.apply(frame_ratio, base.x, base.y);
608   if(dying == DYING_NOT || dying == DYING_SQUISHED)
609     collision_swept_object_map(&old_base, &base);
610
611   // Handle dying timer:
612   if (dying == DYING_SQUISHED && !timer.check())
613     {
614       /* Remove it if time's up: */
615       remove_me();
616       return;
617     }                                                          
618 }
619
620 void
621 BadGuy::action_spiky(float frame_ratio)
622 {
623   if (dying == DYING_NOT)
624     check_horizontal_bump();
625
626   fall();
627 #if 0
628   // jump when we're about to fall
629   if (physic.get_velocity_y() == 0 && 
630           !issolid(base.x+base.width/2, base.y + base.height)) {
631     physic.enable_gravity(true);
632     physic.set_velocity_y(2);
633   }
634 #endif
635
636   physic.apply(frame_ratio, base.x, base.y);
637   if (dying != DYING_FALLING)
638     collision_swept_object_map(&old_base,&base);   
639 }
640
641 void
642 BadGuy::action_snowball(float frame_ratio)
643 {
644   if (dying == DYING_NOT)
645     check_horizontal_bump();
646
647   fall();
648
649   physic.apply(frame_ratio, base.x, base.y);
650   if (dying != DYING_FALLING)
651     collision_swept_object_map(&old_base,&base);
652 }
653
654 void
655 BadGuy::action(float frame_ratio)
656 {
657   // Remove if it's far off the screen:
658   if (base.x < scroll_x - OFFSCREEN_DISTANCE)
659     {
660       remove_me();                                                
661       return;
662     }
663
664   // BadGuy fall below the ground
665   if (base.y > screen->h) {
666     remove_me();
667     return;
668   }
669
670   // Once it's on screen, it's activated!
671   if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
672     seen = true;
673
674   if(!seen)
675     return;
676
677   switch (kind)
678     {
679     case BAD_MRICEBLOCK:
680       action_mriceblock(frame_ratio);
681       break;
682   
683     case BAD_JUMPY:
684       action_jumpy(frame_ratio);
685       break;
686
687     case BAD_MRBOMB:
688       action_mrbomb(frame_ratio);
689       break;
690     
691     case BAD_BOMB:
692       action_bomb(frame_ratio);
693       break;
694
695     case BAD_STALACTITE:
696       action_stalactite(frame_ratio);
697       break;
698
699     case BAD_FLAME:
700       action_flame(frame_ratio);
701       break;
702
703     case BAD_FISH:
704       action_fish(frame_ratio);
705       break;
706
707     case BAD_BOUNCINGSNOWBALL:
708       action_bouncingsnowball(frame_ratio);
709       break;
710
711     case BAD_FLYINGSNOWBALL:
712       action_flyingsnowball(frame_ratio);
713       break;
714
715     case BAD_SPIKY:
716       action_spiky(frame_ratio);
717       break;
718
719     case BAD_SNOWBALL:
720       action_snowball(frame_ratio);
721       break;
722     }
723 }
724
725 void
726 BadGuy::draw()
727 {
728   // Don't try to draw stuff that is outside of the screen
729   if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
730     return;
731   
732   if(sprite_left == 0 || sprite_right == 0)
733     {
734       return;
735     }
736
737   Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
738   sprite->draw(base.x - scroll_x, base.y);
739
740   if (debug_mode)
741     fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
742 }
743
744 void
745 BadGuy::set_sprite(Sprite* left, Sprite* right) 
746 {
747   if (1)
748     {
749       base.width = 32;
750       base.height = 32;
751     }
752   else
753     {
754       // FIXME: Using the image size for the physics and collision is
755       // a bad idea, since images should always overlap there physical
756       // representation
757       if(left != 0) {
758         if(base.width == 0 && base.height == 0) {
759           base.width  = left->get_width();
760           base.height = left->get_height();
761         } else if(base.width != left->get_width() || base.height != left->get_height()) {
762           base.x -= (left->get_width() - base.width) / 2;
763           base.y -= left->get_height() - base.height;
764           base.width = left->get_width();
765           base.height = left->get_height();
766           old_base = base;
767         }
768       } else {
769         base.width = base.height = 0;
770       }
771     }
772
773   animation_offset = 0;
774   sprite_left  = left;
775   sprite_right = right;
776 }
777
778 void
779 BadGuy::bump()
780 {
781   // these can't be bumped
782   if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
783       || kind == BAD_FLYINGSNOWBALL)
784     return;
785   
786   kill_me(25);
787 }
788
789 void
790 BadGuy::make_player_jump(Player* player)
791 {
792   player->physic.set_velocity_y(2);
793   player->base.y = base.y - player->base.height - 2;
794 }
795
796 void
797 BadGuy::squish_me(Player* player)
798 {
799   make_player_jump(player);
800     
801   World::current()->add_score(base.x - scroll_x,
802                               base.y, 50 * player_status.score_multiplier);
803   play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
804   player_status.score_multiplier++;
805
806   dying = DYING_SQUISHED;
807   timer.start(2000);
808   physic.set_velocity(0, 0);
809 }
810
811 void
812 BadGuy::squish(Player* player)
813 {
814   static const int MAX_ICEBLOCK_SQUICHES = 10;
815     
816   if(kind == BAD_MRBOMB) {
817     // mrbomb transforms into a bomb now
818     World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
819     
820     make_player_jump(player);
821     World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
822     play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
823     player_status.score_multiplier++;
824     remove_me();
825     return;
826
827   } else if (kind == BAD_MRICEBLOCK) {
828     if (mode == NORMAL || mode == KICK)
829       {
830         /* Flatten! */
831         play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
832         mode = FLAT;
833         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
834         physic.set_velocity_x(0);
835
836         timer.start(4000);
837       } else if (mode == FLAT) {
838         /* Kick! */
839         play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
840
841         if (player->base.x < base.x + (base.width/2)) {
842           physic.set_velocity_x(5);
843           dir = RIGHT;
844         } else {
845           physic.set_velocity_x(-5);
846           dir = LEFT;
847         }
848
849         mode = KICK;
850         player->kick_timer.start(KICKING_TIME);
851         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
852       }
853
854     make_player_jump(player);
855
856     player_status.score_multiplier++;
857
858     // check for maximum number of squiches
859     squishcount++;
860     if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
861       kill_me(50);
862       return;
863     }
864     
865     return;
866   } else if(kind == BAD_FISH) {
867     // fish can only be killed when falling down
868     if(physic.get_velocity_y() >= 0)
869       return;
870       
871     make_player_jump(player);
872               
873     World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
874     player_status.score_multiplier++;
875      
876     // simply remove the fish...
877     remove_me();
878     return;
879   } else if(kind == BAD_BOUNCINGSNOWBALL) {
880     squish_me(player);
881     set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
882     return;
883   } else if(kind == BAD_FLYINGSNOWBALL) {
884     squish_me(player);
885     set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
886     return;
887   } else if(kind == BAD_SNOWBALL) {
888     squish_me(player);
889     set_sprite(img_snowball_squished_left, img_snowball_squished_right);
890     return;
891   }
892 }
893
894 void
895 BadGuy::kill_me(int score)
896 {
897   if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
898     return;
899
900   dying = DYING_FALLING;
901   if(kind == BAD_MRICEBLOCK) {
902     set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
903     if(mode == HELD) {
904       mode = NORMAL;
905       Player& tux = *World::current()->get_tux();  
906       tux.holding_something = false;
907     }
908   }
909   
910   physic.enable_gravity(true);
911   physic.set_velocity_y(0);
912
913   /* Gain some points: */
914     World::current()->add_score(base.x - scroll_x, base.y,
915                     score * player_status.score_multiplier);
916
917   /* Play death sound: */
918   play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
919 }
920
921 void
922 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
923 {
924   BadGuy* pbad_c    = NULL;
925
926   if(type == COLLISION_BUMP) {
927     bump();
928     return;
929   }
930
931   if(type == COLLISION_SQUISH) {
932     Player* player = static_cast<Player*>(p_c_object);
933     squish(player);
934     return;
935   }
936
937   /* COLLISION_NORMAL */
938   switch (c_object)
939     {
940     case CO_BULLET:
941       kill_me(10);
942       break;
943
944     case CO_BADGUY:
945       pbad_c = (BadGuy*) p_c_object;
946
947       /* If we're a kicked mriceblock, kill any badguys we hit */
948       if(kind == BAD_MRICEBLOCK && mode == KICK)
949         {
950           pbad_c->kill_me(25);
951         }
952
953       // a held mriceblock gets kills the enemy too but falls to ground then
954       else if(kind == BAD_MRICEBLOCK && mode == HELD)
955         {
956           pbad_c->kill_me(25);
957           kill_me(0);
958         }
959
960       /* Kill badguys that run into exploding bomb */
961       else if (kind == BAD_BOMB && dying == DYING_NOT)
962       {
963         if (pbad_c->kind == BAD_MRBOMB)
964         {
965           // mrbomb transforms into a bomb now
966           World::current()->add_bad_guy(pbad_c->base.x, pbad_c->base.y,
967                                         BAD_BOMB);
968           pbad_c->remove_me();
969           return;
970         }
971         else if (pbad_c->kind != BAD_MRBOMB)
972         {
973           pbad_c->kill_me(50);
974         }
975       }
976
977       /* Kill any badguys that get hit by stalactite */
978       else if (kind == BAD_STALACTITE && dying == DYING_NOT)
979       {
980         pbad_c->kill_me(50);
981       }
982
983       /* When enemies run into eachother, make them change directions */
984       else
985       {
986         // Jumpy, fish, flame, stalactites are exceptions
987         if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
988             || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
989           break;
990
991         // Bounce off of other badguy if we land on top of him
992         if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
993         {
994           if (pbad_c->dir == LEFT)
995             dir = RIGHT;
996           else if (pbad_c->dir == RIGHT)
997             dir = LEFT;
998
999           physic.set_velocity(fabs(physic.get_velocity_x()) * dir == LEFT ? -1 : 1, 2);
1000
1001           break;
1002         }
1003         else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1004           break;
1005
1006         if (pbad_c->kind != BAD_FLAME)
1007           {
1008           if (dir == LEFT)
1009             dir = RIGHT;
1010           else if (dir == RIGHT)
1011             dir = LEFT;
1012         
1013           physic.set_velocity_x(fabs(physic.get_velocity_x()) * dir == LEFT ? -1 : 1);
1014           }
1015       }
1016       
1017       break;
1018
1019     case CO_PLAYER:
1020       Player* player = static_cast<Player*>(p_c_object);
1021       /* Get kicked if were flat */
1022       if (mode == FLAT && !dying)
1023       {
1024         play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1025
1026         // Hit from left side
1027         if (player->base.x < base.x) {
1028           physic.set_velocity_x(5);
1029           dir = RIGHT;
1030         }
1031         // Hit from right side
1032         else {
1033           physic.set_velocity_x(-5);
1034           dir = LEFT;
1035         }
1036
1037         mode = KICK;
1038         player->kick_timer.start(KICKING_TIME);
1039         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1040       }
1041       break;
1042
1043     }
1044 }
1045
1046 //---------------------------------------------------------------------------
1047
1048 void load_badguy_gfx()
1049 {
1050   img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1051   img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1052   img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1053   img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1054   img_mriceblock_left = sprite_manager->load("mriceblock-left");
1055   img_mriceblock_right = sprite_manager->load("mriceblock-right");
1056   img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1057   img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1058   img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1059   img_mrbomb_left = sprite_manager->load("mrbomb-left");
1060   img_mrbomb_right = sprite_manager->load("mrbomb-right");
1061   img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1062   img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1063   img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1064   img_stalactite = sprite_manager->load("stalactite");
1065   img_stalactite_broken = sprite_manager->load("stalactite-broken");
1066   img_flame = sprite_manager->load("flame");
1067   img_fish = sprite_manager->load("fish");
1068   img_fish_down = sprite_manager->load("fish-down");
1069   img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1070   img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1071   img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1072   img_flyingsnowball = sprite_manager->load("flyingsnowball");
1073   img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1074   img_spiky_left = sprite_manager->load("spiky-left");
1075   img_spiky_right = sprite_manager->load("spiky-right");
1076   img_snowball_left = sprite_manager->load("snowball-left");
1077   img_snowball_right = sprite_manager->load("snowball-right");
1078   img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1079   img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1080 }
1081
1082 void free_badguy_gfx()
1083 {
1084 }
1085
1086 // EOF //