Bugfix: enemies ordinary pictures were not being displayed in the leveleditor's selec...
[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 <cmath>
25
26 #include "app/globals.h"
27 #include "defines.h"
28 #include "special/sprite_manager.h"
29 #include "utils/lispwriter.h"
30 #include "badguy.h"
31 #include "tile.h"
32 #include "resources.h"
33 #include "camera.h"
34 #include "level.h"
35 #include "sector.h"
36 #include "tilemap.h"
37 #include "statistics.h"
38 #include "badguy_specs.h"
39
40 #define BADGUY_WALK_SPEED .8f
41 #define WINGLING_FLY_SPEED 1.6f
42
43 BadGuyKind  badguykind_from_string(const std::string& str)
44 {
45   if (str == "jumpy" || str == "money") // was "money" in ancient versions
46     return BAD_JUMPY;
47   else if (str == "mriceblock" || str == "laptop") // was "laptop" in ancient versions
48     return BAD_MRICEBLOCK;
49   else if (str == "mrbomb")
50     return BAD_MRBOMB;
51   else if (str == "stalactite")
52     return BAD_STALACTITE;
53   else if (str == "flame")
54     return BAD_FLAME;
55   else if (str == "fish")
56     return BAD_FISH;
57   else if (str == "flamefish")
58     return BAD_FLAMEFISH;
59   else if (str == "bouncingsnowball")
60     return BAD_BOUNCINGSNOWBALL;
61   else if (str == "flyingsnowball")
62     return BAD_FLYINGSNOWBALL;
63   else if (str == "spiky")
64     return BAD_SPIKY;
65   else if (str == "snowball" || str == "bsod") // was "bsod" in ancient versions
66     return BAD_SNOWBALL;
67   else if (str == "wingling")
68     return BAD_WINGLING;
69   else if (str == "walkingtree")
70     return BAD_WALKINGTREE;
71   else if(str == "bomb")  // not to be used as a real bad guys
72       return BAD_BOMB;
73   else
74     {
75       return BAD_INVALID;
76     }
77 }
78
79 std::string badguykind_to_string(BadGuyKind kind)
80 {
81   switch(kind)
82     {
83     case BAD_JUMPY:
84       return "jumpy";
85       break;
86     case BAD_MRICEBLOCK:
87       return "mriceblock";
88       break;
89     case BAD_MRBOMB:
90       return "mrbomb";
91       break;
92     case BAD_STALACTITE:
93       return "stalactite";
94       break;
95     case BAD_FLAME:
96       return "flame";
97       break;
98     case BAD_FISH:
99       return "fish";
100       break;
101     case BAD_FLAMEFISH:
102       return "flamefish";
103       break;
104     case BAD_BOUNCINGSNOWBALL:
105       return "bouncingsnowball";
106       break;
107     case BAD_FLYINGSNOWBALL:
108       return "flyingsnowball";
109       break;
110     case BAD_SPIKY:
111       return "spiky";
112       break;
113     case BAD_SNOWBALL:
114       return "snowball";
115       break;
116     case BAD_WINGLING:
117       return "wingling";
118       break;
119     case BAD_WALKINGTREE:
120       return "walkingtree";
121     case BAD_BOMB:  // not to be used as a real bad guys
122       return "bomb";
123       break;
124     default:
125       return "snowball";
126     }
127 }
128
129 BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
130   : removable(false), squishcount(0)
131 {
132   lispreader.read_float("x", start_position.x);
133   lispreader.read_float("y", start_position.y);
134
135   kind     = kind_;
136
137   stay_on_platform = false;
138   lispreader.read_bool("stay-on-platform", stay_on_platform);
139
140   init();
141 }
142
143 BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
144   : removable(false), squishcount(0)
145 {
146   start_position.x = x;
147   start_position.y = y;
148   stay_on_platform = false;
149
150   kind     = kind_;
151   
152   init();
153 }
154
155 BadGuy::~BadGuy()
156 {
157 }
158
159 void
160 BadGuy::init()
161 {
162   base.x = 0;
163   base.y = 0;
164   base.width  = 0;
165   base.height = 0;
166   
167   mode     = NORMAL;
168   dying    = DYING_NOT;
169   old_base = base;
170   dir      = LEFT;
171   seen     = false;
172   animation_offset = 0;
173   target.x = target.y = -1;
174   physic.reset();
175   frozen_timer.init(true);
176   timer.init(true);
177
178   specs = badguyspecs_manager->load(badguykind_to_string(kind));
179
180   set_action("hide", "hide");
181
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)) 
185     {
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))
189         --base.y;
190     }
191
192   if(Sector::current()->camera) {
193     Vector scroll = Sector::current()->camera->get_translation();
194
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) {
199       activate(LEFT);
200     }
201   } } else {
202     if(start_position.x >= 0 && start_position.x < screen->w
203         && start_position.y >= 0 && start_position.y < screen->h)
204       activate(LEFT);
205   }
206 }
207
208 void
209 BadGuy::write(LispWriter& writer)
210 {
211   writer.start_list(badguykind_to_string(kind));
212
213   writer.write_float("x", base.x);
214   writer.write_float("y", base.y);
215   writer.write_bool("stay-on-platform", stay_on_platform);  
216
217   writer.end_list(badguykind_to_string(kind));
218 }
219
220 void
221 BadGuy::activate(Direction activation_dir)
222 {
223   mode     = NORMAL;
224   animation_offset = 0;
225   target.x = target.y = -1;
226   physic.reset();
227   frozen_timer.init(true);
228   timer.init(true);
229
230   dir = activation_dir;
231   float dirsign = activation_dir == LEFT ? -1 : 1;
232   
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) {
245     angle = 0;
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);
272     mode = BGM_BIG;
273     set_action("left", "left");
274     base.width = 66;
275     base.height = 66;
276   }
277
278   base.x = start_position.x;
279   base.y = start_position.y;  
280   old_base = base;
281   seen = true;
282 }
283
284 Surface*
285 BadGuy::get_image()
286 {
287 // Set action as the "default" one.
288 specs->sprite->set_action("left");
289 if(BAD_JUMPY)
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");
301
302 return specs->sprite->get_frame(0);
303 }
304
305 void
306 BadGuy::action_mriceblock(double elapsed_time)
307 {
308   Player& tux = *Sector::current()->player;
309
310   if(mode != HELD)
311     fall();
312   
313   /* Move left/right: */
314   if (mode != HELD)
315     {
316       // move
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);
320     }
321   else if (mode == HELD)
322     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
323       /* If we're holding the iceblock */
324       dir = tux.dir;
325       if(tux.size == SMALL)
326         {
327         if(dir == RIGHT)
328           base.x = tux.base.x + 24;
329         else // dir == LEFT
330           base.x = tux.base.x - 12;
331         base.y = tux.base.y + tux.base.height/1.5 - base.height;
332         }
333       else // TUX == BIG
334         {
335         if(dir == RIGHT)
336           base.x = tux.base.x + 24;
337         else // dir == LEFT
338           base.x = tux.base.x - 4;
339         base.y = tux.base.y + tux.base.height/1.5 - base.height;
340         }
341
342       if(collision_object_map(base))
343         {
344           base.x = tux.base.x;
345           base.y = tux.base.y + tux.base.height/1.5 - base.height;
346         }
347
348       if(tux.input.fire != DOWN) /* SHOOT! */
349         {
350           if(dir == LEFT)
351             base.x = tux.base.x - base.width;
352           else
353             base.x = tux.base.x + tux.base.width;
354           old_base = base;
355
356           mode=KICK;
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());
361         }
362     }
363
364   if (!dying)
365     {
366       int changed = dir;
367       check_horizontal_bump();
368       if(mode == KICK && changed != dir)
369         {
370           SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
371         }
372     }
373
374   /* Handle mode timer: */
375   if (mode == FLAT)
376     {
377       if(!timer.check())
378         {
379           mode = NORMAL;
380           set_action("left", "right");
381           physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
382         }
383     }
384 }
385
386 void
387 BadGuy::check_horizontal_bump(bool checkcliff)
388 {
389     float halfheight = base.height / 2;
390     if (dir == LEFT && issolid( base.x, base.y + halfheight))
391     {
392         if (kind == BAD_MRICEBLOCK && mode == KICK)
393             {
394             Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
395             Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
396             }
397             
398         dir = RIGHT;
399         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
400         return;
401     }
402     if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
403     {
404         if (kind == BAD_MRICEBLOCK && mode == KICK)
405             {
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);
410             }
411             
412         dir = LEFT;
413         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
414         return;
415     }
416
417     // don't check for cliffs when we're falling
418     if(!checkcliff)
419         return;
420     if(!issolid(base.x + base.width/2, base.y + base.height))
421         return;
422     
423     if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
424     {
425         dir = RIGHT;
426         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
427         return;
428     }
429     if(dir == RIGHT && !issolid(base.x + base.width,
430                 (int) base.y + base.height + halfheight))
431     {
432         dir = LEFT;
433         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
434         return;
435     }
436 }
437
438 void
439 BadGuy::fall()
440 {
441   /* Fall if we get off the ground: */
442   if (dying != DYING_FALLING)
443     {
444       if (!issolid(base.x+base.width/2, base.y + base.height))
445         {
446           // not solid below us? enable gravity
447           physic.enable_gravity(true);
448         }
449       else
450         {
451           /* Land: */
452           if (physic.get_velocity_y() < 0)
453             {
454               base.y = int((base.y + base.height)/32) * 32 - base.height;
455               physic.set_velocity_y(0);
456             }
457           // no gravity anymore please
458           physic.enable_gravity(false);
459
460           if (stay_on_platform && mode == NORMAL)
461             {
462               if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
463                            base.y + base.height))
464                 {
465                   if (dir == LEFT)
466                   {
467                     dir = RIGHT;
468                     physic.set_velocity_x(fabsf(physic.get_velocity_x()));
469                   } 
470                   else
471                   {
472                     dir = LEFT;
473                     physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
474                   }
475                 }
476             }
477         }
478     }
479   else
480     {
481       physic.enable_gravity(true);
482     }
483 }
484
485 void
486 BadGuy::action_jumpy(double elapsed_time)
487 {
488   if(frozen_timer.check())
489     {
490     set_action("left-iced", "right-iced");
491     return;
492     }
493
494   const float vy = physic.get_velocity_y();
495
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");
501   else
502     set_action("left-up", "right-up");
503
504   Player& tux = *Sector::current()->player;
505
506   static const float JUMPV = 6;
507     
508   fall();
509   // jump when on ground
510   if(dying == DYING_NOT && issolid(base.x, base.y+32))
511     {
512       physic.set_velocity_y(JUMPV);
513       physic.enable_gravity(true);
514
515       mode = JUMPY_JUMP;
516     }
517   else if(mode == JUMPY_JUMP)
518     {
519       mode = NORMAL;
520     }
521
522   // set direction based on tux
523   if(tux.base.x > base.x)
524     dir = RIGHT;
525   else
526     dir = LEFT;
527
528   // move
529   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
530   if(dying == DYING_NOT)
531     collision_swept_object_map(&old_base, &base);
532 }
533
534 void
535 BadGuy::action_mrbomb(double elapsed_time)
536 {
537   if(frozen_timer.check())
538     {
539     set_action("iced-left", "iced-right");
540     return;
541     }
542
543   if (dying == DYING_NOT)
544     check_horizontal_bump(true);
545
546   fall();
547
548   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
549   if (dying != DYING_FALLING)
550     collision_swept_object_map(&old_base,&base); 
551 }
552
553 void
554 BadGuy::action_bomb(double elapsed_time)
555 {
556   static const int TICKINGTIME = 1000;
557   static const int EXPLODETIME = 1000;
558     
559   fall();
560
561   if(mode == NORMAL) {
562     mode = BOMB_TICKING;
563     timer.start(TICKINGTIME);
564   } else if(!timer.check()) {
565     if(mode == BOMB_TICKING) {
566       mode = BOMB_EXPLODE;
567       set_action("explosion", "explosion");
568       dying = DYING_NOT; // now the bomb hurts
569       timer.start(EXPLODETIME);
570
571       SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
572     } else if(mode == BOMB_EXPLODE) {
573       remove_me();
574       return;
575     }
576   }
577
578   // move
579   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);                 
580   collision_swept_object_map(&old_base,&base);
581 }
582
583 void
584 BadGuy::action_stalactite(double elapsed_time)
585 {
586   Player& tux = *Sector::current()->player;
587
588   static const int SHAKETIME = 800;
589   static const int RANGE = 40;
590     
591   if(mode == NORMAL) {
592     // start shaking when tux is below the stalactite and at least 40 pixels
593     // near
594     if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
595             && tux.base.y + tux.base.height > base.y
596             && tux.dying == DYING_NOT) {
597       timer.start(SHAKETIME);
598       mode = STALACTITE_SHAKING;
599     }
600   } if(mode == STALACTITE_SHAKING) {
601     base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
602     if(!timer.check()) {
603       mode = STALACTITE_FALL;
604     }
605   } else if(mode == STALACTITE_FALL) {
606     fall();
607     /* Destroy if we collides with land */
608     if(issolid(base.x+base.width/2, base.y+base.height))
609     {
610       timer.start(2000);
611       dying = DYING_SQUISHED;
612       mode = FLAT;
613       set_action("broken", "broken");
614     }
615   } else if(mode == FLAT) {
616     fall();
617   }
618
619   // move
620   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
621
622   if(dying == DYING_SQUISHED && !timer.check())
623     remove_me();
624 }
625
626 void
627 BadGuy::action_flame(double elapsed_time)
628 {
629     static const float radius = 100;
630     static const float speed = 0.02;
631     base.x = old_base.x + cos(angle) * radius;
632     base.y = old_base.y + sin(angle) * radius;
633
634     angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
635 }
636
637 void
638 BadGuy::action_fish(double elapsed_time)
639 {
640   if(frozen_timer.check())
641     {
642     if(physic.get_velocity_y() < 0)
643       set_action("iced-down", "iced-down");
644     else
645       set_action("iced", "iced");
646
647     return;
648     }
649
650   static const float JUMPV = 6;
651   static const int WAITTIME = 1000;
652     
653   // go in wait mode when back in water
654   if(dying == DYING_NOT 
655       && gettile(base.x, base.y + base.height)
656       && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
657       && physic.get_velocity_y() <= 0 && mode == NORMAL)
658     {
659       mode = FISH_WAIT;
660       set_action("hide", "hide");
661       physic.set_velocity(0, 0);
662       physic.enable_gravity(false);
663       timer.start(WAITTIME);
664     }
665   else if(mode == FISH_WAIT && !timer.check())
666     {
667       // jump again
668       set_action("normal", "normal");
669       mode = NORMAL;
670       physic.set_velocity(0, JUMPV);
671       physic.enable_gravity(true);
672     }
673
674   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
675   if(dying == DYING_NOT)
676     collision_swept_object_map(&old_base, &base);
677
678   if(physic.get_velocity_y() < 0)
679     {
680       set_action("down", "down");
681     }
682 }
683
684 void
685 BadGuy::action_bouncingsnowball(double elapsed_time)
686 {
687   static const float JUMPV = 4.5;
688     
689   fall();
690
691   // jump when on ground
692   if(dying == DYING_NOT && issolid(base.x, base.y+32))
693     {
694       physic.set_velocity_y(JUMPV);
695       physic.enable_gravity(true);
696     }                                                     
697   else
698     {
699       mode = NORMAL;
700     }
701
702   // check for right/left collisions
703   check_horizontal_bump();
704
705   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
706   if(dying == DYING_NOT)
707     collision_swept_object_map(&old_base, &base);
708
709   // Handle dying timer:
710   if (dying == DYING_SQUISHED && !timer.check())
711     remove_me();
712 }
713
714 void
715 BadGuy::action_flyingsnowball(double elapsed_time)
716 {
717   static const float FLYINGSPEED = 1;
718   static const int DIRCHANGETIME = 1000;
719     
720   // go into flyup mode if none specified yet
721   if(dying == DYING_NOT && mode == NORMAL) {
722     mode = FLY_UP;
723     physic.set_velocity_y(FLYINGSPEED);
724     timer.start(DIRCHANGETIME/2);
725   }
726
727   if(dying == DYING_NOT && !timer.check()) {
728     if(mode == FLY_UP) {
729       mode = FLY_DOWN;
730       physic.set_velocity_y(-FLYINGSPEED);
731     } else if(mode == FLY_DOWN) {
732       mode = FLY_UP;
733       physic.set_velocity_y(FLYINGSPEED);
734     }
735     timer.start(DIRCHANGETIME);
736   }
737
738   if(dying != DYING_NOT)
739     physic.enable_gravity(true);
740
741   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
742   if(dying == DYING_NOT || dying == DYING_SQUISHED)
743     collision_swept_object_map(&old_base, &base);
744
745   // set direction based on tux
746   if(Sector::current()->player->base.x > base.x)
747     dir = RIGHT;
748   else
749     dir = LEFT;
750
751   // Handle dying timer:
752   if (dying == DYING_SQUISHED && !timer.check())
753     remove_me();
754 }
755
756 void
757 BadGuy::action_spiky(double elapsed_time)
758 {
759   if(frozen_timer.check())
760     {
761     set_action("iced-left", "iced-right");
762     return;
763     }
764
765   if (dying == DYING_NOT)
766     check_horizontal_bump();
767
768   fall();
769 #if 0
770   // jump when we're about to fall
771   if (physic.get_velocity_y() == 0 && 
772           !issolid(base.x+base.width/2, base.y + base.height)) {
773     physic.enable_gravity(true);
774     physic.set_velocity_y(2);
775   }
776 #endif
777
778   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
779   if (dying != DYING_FALLING)
780     collision_swept_object_map(&old_base,&base);   
781 }
782
783 void
784 BadGuy::action_snowball(double elapsed_time)
785 {
786   if (dying == DYING_NOT)
787     check_horizontal_bump();
788
789   fall();
790
791   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
792   if (dying != DYING_FALLING)
793     collision_swept_object_map(&old_base,&base);
794
795   // Handle dying timer:
796   if (dying == DYING_SQUISHED && !timer.check())
797     remove_me();                                  
798 }
799
800 void
801 BadGuy::action_wingling(double elapsed_time)
802 {
803   if (dying != DYING_NOT)
804     physic.enable_gravity(true);
805   else
806   {
807     Player& tux = *Sector::current()->player;
808     int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
809
810     if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
811     {
812       if (target.x < 0 && target.y < 0)
813       {
814         target.x = tux.base.x;
815         target.y = tux.base.y;
816         physic.set_velocity(dirsign * 1.5f, -2.25f);
817       }
818     }
819     else if (base.y >= target.y - 16)
820       physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
821   }
822
823   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
824
825
826   // Handle dying timer:
827   if (dying == DYING_SQUISHED && !timer.check())
828     remove_me();
829
830   // TODO: Winglings should be removed after flying off the screen
831 }
832
833 void
834 BadGuy::action_walkingtree(double elapsed_time)
835 {
836   if (dying == DYING_NOT)
837     check_horizontal_bump();
838
839   fall();
840
841   physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
842   if (dying != DYING_FALLING)
843     collision_swept_object_map(&old_base,&base);
844
845   // Handle dying timer:
846   if (dying == DYING_SQUISHED && !timer.check())
847     remove_me();
848 }
849
850 void
851 BadGuy::action(float elapsed_time)
852 {
853   float scroll_x = Sector::current()->camera->get_translation().x;
854   float scroll_y = Sector::current()->camera->get_translation().y;
855   
856   // BadGuy fall below the ground
857   if (base.y > Sector::current()->solids->get_height() * 32) {
858     remove_me();
859     return;
860   }
861
862   // Kill us if we landed on spikes
863   if (dying == DYING_NOT
864       && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
865       && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
866       ||  isspike(base.x, base.y + base.height)
867       ||  isspike(base.x + base.width, base.y + base.height)))
868       {
869          physic.set_velocity_y(3);
870          kill_me(0);
871       }
872
873   if(!seen) {
874     /* activate badguys if they're just inside the offscreen_distance around the
875      * screen. Don't activate them inside the screen, since that might have the
876      * effect of badguys suddenly popping up from nowhere
877      */
878     if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
879         start_position.x < scroll_x - base.width)
880       activate(RIGHT);
881     else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
882         start_position.y < scroll_y - base.height)
883       activate(LEFT);
884     else if(start_position.x > scroll_x + screen->w &&
885         start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
886       activate(LEFT);
887     else if(start_position.y > scroll_y + screen->h &&
888         start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
889       activate(LEFT);
890   } else {
891     if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
892       || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
893       || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
894       || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
895       seen = false;
896       if(dying != DYING_NOT)
897         remove_me();
898     }
899   }
900   
901   if(!seen)
902     return;
903   
904   switch (kind)
905     {
906     case BAD_MRICEBLOCK:
907       action_mriceblock(elapsed_time);
908       break;
909   
910     case BAD_JUMPY:
911       action_jumpy(elapsed_time);
912       break;
913
914     case BAD_MRBOMB:
915       action_mrbomb(elapsed_time);
916       break;
917     
918     case BAD_BOMB:
919       action_bomb(elapsed_time);
920       break;
921
922     case BAD_STALACTITE:
923       action_stalactite(elapsed_time);
924       break;
925
926     case BAD_FLAME:
927       action_flame(elapsed_time);
928       break;
929
930     case BAD_FISH:
931     case BAD_FLAMEFISH:
932       action_fish(elapsed_time);
933       break;
934
935     case BAD_BOUNCINGSNOWBALL:
936       action_bouncingsnowball(elapsed_time);
937       break;
938
939     case BAD_FLYINGSNOWBALL:
940       action_flyingsnowball(elapsed_time);
941       break;
942
943     case BAD_SPIKY:
944       action_spiky(elapsed_time);
945       break;
946
947     case BAD_SNOWBALL:
948       action_snowball(elapsed_time);
949       break;
950
951     case BAD_WINGLING:
952       action_wingling(elapsed_time);
953       break;
954
955     case BAD_WALKINGTREE:
956       action_walkingtree(elapsed_time);
957       break;
958
959     default:
960       break;
961     }
962 }
963
964 void
965 BadGuy::draw(DrawingContext& context)
966 {
967   if((dir == LEFT && action_left == "hide") ||
968      (dir == RIGHT && action_right == "hide"))
969     return;
970
971   if(dir == LEFT)
972     specs->sprite->set_action(action_left);
973   else  // if(dir == RIGHT)
974     specs->sprite->set_action(action_right);
975
976   if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
977     specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
978   else
979     specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
980
981   if(debug_mode)
982     context.draw_filled_rect(Vector(base.x, base.y),
983         Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
984 }
985
986 void
987 BadGuy::set_action(std::string left, std::string right)
988 {
989   base.width = 32;
990   base.height = 32;
991
992   action_left = left;
993   action_right = right;
994
995 #if 0
996   if (1)
997     {
998       base.width = 32;
999       base.height = 32;
1000     }
1001   else
1002     {
1003       // FIXME: Using the image size for the physics and collision is
1004       // a bad idea, since images should always overlap there physical
1005       // representation
1006       if(left != 0) {
1007         if(base.width == 0 && base.height == 0) {
1008           base.width  = left->get_width();
1009           base.height = left->get_height();
1010         } else if(base.width != left->get_width() || base.height != left->get_height()) {
1011           base.x -= (left->get_width() - base.width) / 2;
1012           base.y -= left->get_height() - base.height;
1013           base.width = left->get_width();
1014           base.height = left->get_height();
1015           old_base = base;
1016         }
1017       } else {
1018         base.width = base.height = 0;
1019       }
1020     }
1021
1022   animation_offset = 0;
1023   sprite_left  = left;
1024   sprite_right = right;
1025 #endif
1026 }
1027
1028 void
1029 BadGuy::bump()
1030 {
1031   // these can't be bumped
1032   if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
1033       || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
1034     return;
1035
1036   physic.set_velocity_y(3);
1037   kill_me(25);
1038 }
1039
1040 void
1041 BadGuy::squish_me(Player* player)
1042 {
1043   player->bounce(this);
1044     
1045   Sector::current()->add_score(Vector(base.x, base.y),
1046                               25 * player_status.score_multiplier);
1047
1048   SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1049   player_status.score_multiplier++;
1050
1051   dying = DYING_SQUISHED;
1052   timer.start(2000);
1053   physic.set_velocity(0, 0);
1054 }
1055
1056 void
1057 BadGuy::squish(Player* player)
1058 {
1059   static const int MAX_ICEBLOCK_SQUICHES = 10;
1060     
1061   if(kind == BAD_MRBOMB) {
1062     // mrbomb transforms into a bomb now
1063     explode(false);
1064     
1065     player->bounce(this);
1066     Sector::current()->add_score(Vector(base.x, base.y),
1067                                 25 * player_status.score_multiplier);
1068     SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1069
1070     player_status.score_multiplier++;
1071     return;
1072
1073   } else if (kind == BAD_MRICEBLOCK) {
1074     if (mode == NORMAL || mode == KICK)
1075       {
1076         /* Flatten! */
1077         SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
1078         mode = FLAT;
1079         set_action("flat-left", "flat-right");
1080         physic.set_velocity_x(0);
1081
1082         timer.start(4000);
1083       } else if (mode == FLAT) {
1084         /* Kick! */
1085         SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1086
1087         if (player->base.x < base.x + (base.width/2)) {
1088           physic.set_velocity_x(5);
1089           dir = RIGHT;
1090         } else {
1091           physic.set_velocity_x(-5);
1092           dir = LEFT;
1093         }
1094
1095         mode = KICK;
1096         player->kick_timer.start(KICKING_TIME);
1097         set_action("flat-left", "flat-right");
1098       }
1099
1100     player->bounce(this);
1101
1102     player_status.score_multiplier++;
1103
1104     // check for maximum number of squishes
1105     squishcount++;
1106     if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1107       kill_me(50);
1108       return;
1109     }
1110     
1111     return;
1112   } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
1113     // fish can only be killed when falling down
1114     if(physic.get_velocity_y() >= 0)
1115       return;
1116       
1117     player->bounce(this);
1118               
1119     Sector::current()->add_score(Vector(base.x, base.y),
1120                                 25 * player_status.score_multiplier);
1121
1122     player_status.score_multiplier++;
1123      
1124     // simply remove the fish...
1125     remove_me();
1126     return;
1127   } else if(kind == BAD_BOUNCINGSNOWBALL) {
1128     squish_me(player);
1129     set_action("squished", "squished");
1130     return;
1131   } else if(kind == BAD_FLYINGSNOWBALL) {
1132     squish_me(player);
1133     set_action("squished-left", "squished-right");
1134     return;
1135   } else if(kind == BAD_SNOWBALL) {
1136     squish_me(player);
1137     set_action("squished-left", "squished-right");
1138     return;
1139   } else if(kind == BAD_WINGLING) {
1140     squish_me(player);
1141     set_action("left", "right");
1142   } else if(kind == BAD_WALKINGTREE) {
1143     if (mode == BGM_BIG)
1144     {
1145       set_action("left-small", "left-small");
1146       physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
1147
1148       /* Move to the player's direction */
1149       if(dir != Sector::current()->player->dir)
1150         physic.set_velocity_x(-physic.get_velocity_x());
1151       dir = Sector::current()->player->dir;
1152
1153       // XXX magic number: 66 is BGM_BIG height
1154
1155       player->bounce(this);
1156       base.y += 66 - base.height;
1157
1158       Sector::current()->add_score(Vector(base.x, base.y),
1159                                 25 * player_status.score_multiplier);
1160       player_status.score_multiplier++;
1161
1162       mode = BGM_SMALL;
1163     }
1164     else
1165       squish_me(player);
1166   }
1167 }
1168
1169 void
1170 BadGuy::kill_me(int score)
1171 {
1172   if(kind == BAD_BOMB)
1173     return;
1174
1175   if(mode != HELD)
1176     global_stats.add_points(BADGUYS_KILLED_STAT, 1);
1177
1178   dying = DYING_FALLING;
1179   if(kind == BAD_MRICEBLOCK) {
1180     set_action("falling-left", "falling-right");
1181     if(mode == HELD) {
1182       mode = NORMAL;
1183       Player& tux = *Sector::current()->player;
1184       tux.holding_something = false;
1185     }
1186   }
1187
1188   physic.enable_gravity(true);
1189
1190   /* Gain some points: */
1191   if (score != 0)
1192     Sector::current()->add_score(Vector(base.x, base.y),
1193                                 score * player_status.score_multiplier);
1194
1195   /* Play death sound: */
1196   SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
1197 }
1198
1199 void
1200 BadGuy::explode(bool right_way)
1201 {
1202   BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1203   if(right_way)
1204     {
1205     badguy->timer.start(0);
1206     badguy->mode = BOMB_TICKING;
1207     }
1208   badguy->dir = dir;
1209
1210   remove_me();
1211 }
1212
1213 void
1214 BadGuy::collision(const MovingObject&, int)
1215 {
1216   // later
1217 }
1218
1219 void
1220 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1221 {
1222   BadGuy* pbad_c    = NULL;
1223   Bullet* pbullet_c = NULL;
1224
1225   if(type == COLLISION_BUMP) {
1226     bump();
1227     return;
1228   }
1229
1230   if(type == COLLISION_SQUISH) {
1231     Player* player = static_cast<Player*>(p_c_object);
1232     squish(player);
1233     return;
1234   }
1235
1236   /* COLLISION_NORMAL */
1237   switch (c_object)
1238     {
1239     case CO_BULLET:
1240       pbullet_c = (Bullet*) p_c_object;
1241
1242       if(pbullet_c->kind == FIRE_BULLET)
1243         {
1244         if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
1245             && kind != BAD_FLAMEFISH)
1246           kill_me(10);
1247         }
1248       else if(pbullet_c->kind == ICE_BULLET)
1249         {
1250         if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
1251           kill_me(10);
1252         else
1253           frozen_timer.start(FROZEN_TIME);
1254         }
1255       break;
1256
1257     case CO_BADGUY:
1258       pbad_c = (BadGuy*) p_c_object;
1259
1260
1261       /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1262       if(kind == BAD_MRICEBLOCK && mode == KICK &&
1263          kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1264         {
1265           pbad_c->kill_me(25);
1266         }
1267
1268       // a held mriceblock kills the enemy too but falls to ground then
1269       else if(kind == BAD_MRICEBLOCK && mode == HELD)
1270         {
1271           pbad_c->kill_me(25);
1272           kill_me(0);
1273         }
1274
1275       /* Kill badguys that run into exploding bomb */
1276       else if (kind == BAD_BOMB && dying == DYING_NOT)
1277       {
1278         if (pbad_c->kind == BAD_MRBOMB)
1279         {
1280           // mrbomb transforms into a bomb now
1281           pbad_c->explode(true);
1282           return;
1283         }
1284         else
1285         {
1286           pbad_c->kill_me(50);
1287         }
1288       }
1289
1290       /* Kill any badguys that get hit by stalactite */
1291       else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1292       {
1293         if (pbad_c->kind == BAD_MRBOMB)
1294         {
1295           // mrbomb transforms into a bomb now
1296           pbad_c->explode(false);
1297           return;
1298         }
1299         else
1300           pbad_c->kill_me(50);
1301       }
1302
1303       /* When enemies run into eachother, make them change directions */
1304       else
1305       {
1306         // Wingling doesn't interact with other badguys
1307         if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1308           break;
1309
1310         // Jumpy, fish, flame, stalactites, wingling are exceptions
1311         if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1312             || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
1313             || pbad_c->kind == BAD_FLAMEFISH)
1314           break;
1315
1316         // Bounce off of other badguy if we land on top of him
1317         if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1318         {
1319           if (pbad_c->dir == LEFT)
1320           {
1321             dir = RIGHT;
1322             physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1323           }
1324           else if (pbad_c->dir == RIGHT)
1325           {
1326             dir = LEFT;
1327             physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1328           }
1329
1330           break;
1331         }
1332         else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1333           break;
1334
1335         if (pbad_c->kind != BAD_FLAME)
1336           {
1337             if (dir == LEFT)
1338             {
1339               dir = RIGHT;
1340               physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1341
1342               // Put bad guys a part (or they get jammed)
1343               // only needed to do to one of them
1344               if (physic.get_velocity_x() != 0)
1345                 base.x = pbad_c->base.x + pbad_c->base.width + 1;
1346             }
1347             else if (dir == RIGHT)
1348             {
1349               dir = LEFT;
1350               physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1351             }
1352
1353           }
1354       }
1355       
1356       break;
1357
1358     case CO_PLAYER:
1359       Player* player = static_cast<Player*>(p_c_object);
1360       /* Get kicked if were flat */
1361       if (mode == FLAT && !dying)
1362       {
1363         SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1364
1365         // Hit from left side
1366         if (player->base.x < base.x) {
1367           physic.set_velocity_x(5);
1368           dir = RIGHT;
1369         }
1370         // Hit from right side
1371         else {
1372           physic.set_velocity_x(-5);
1373           dir = LEFT;
1374         }
1375
1376         mode = KICK;
1377         player->kick_timer.start(KICKING_TIME);
1378         set_action("flat-left", "flat-right");
1379       }
1380       break;
1381
1382     }
1383 }
1384
1385 // EOF //