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 return specs->sprite->get_frame(0);
291 BadGuy::action_mriceblock(double elapsed_time)
293 Player& tux = *Sector::current()->player;
298 /* Move left/right: */
302 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
303 if (dying != DYING_FALLING)
304 collision_swept_object_map(&old_base,&base);
306 else if (mode == HELD)
307 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
308 /* If we're holding the iceblock */
310 if(tux.size == SMALL)
313 base.x = tux.base.x + 24;
315 base.x = tux.base.x - 12;
316 base.y = tux.base.y + tux.base.height/1.5 - base.height;
321 base.x = tux.base.x + 24;
323 base.x = tux.base.x - 4;
324 base.y = tux.base.y + tux.base.height/1.5 - base.height;
327 if(collision_object_map(base))
330 base.y = tux.base.y + tux.base.height/1.5 - base.height;
333 if(tux.input.fire != DOWN) /* SHOOT! */
336 base.x = tux.base.x - base.width;
338 base.x = tux.base.x + tux.base.width;
342 tux.kick_timer.start(KICKING_TIME);
343 set_action("flat-left", "flat-right");
344 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
345 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
352 check_horizontal_bump();
353 if(mode == KICK && changed != dir)
355 SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
359 /* Handle mode timer: */
365 set_action("left", "right");
366 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
372 BadGuy::check_horizontal_bump(bool checkcliff)
374 float halfheight = base.height / 2;
375 if (dir == LEFT && issolid( base.x, base.y + halfheight))
377 if (kind == BAD_MRICEBLOCK && mode == KICK)
379 Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
380 Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
384 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
387 if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
389 if (kind == BAD_MRICEBLOCK && mode == KICK)
391 Sector::current()->trybreakbrick(
392 Vector(base.x + base.width, base.y + halfheight), false);
393 Sector::current()->tryemptybox(
394 Vector(base.x + base.width, base.y + halfheight), dir);
398 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
402 // don't check for cliffs when we're falling
405 if(!issolid(base.x + base.width/2, base.y + base.height))
408 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
411 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
414 if(dir == RIGHT && !issolid(base.x + base.width,
415 (int) base.y + base.height + halfheight))
418 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
426 /* Fall if we get off the ground: */
427 if (dying != DYING_FALLING)
429 if (!issolid(base.x+base.width/2, base.y + base.height))
431 // not solid below us? enable gravity
432 physic.enable_gravity(true);
437 if (physic.get_velocity_y() < 0)
439 base.y = int((base.y + base.height)/32) * 32 - base.height;
440 physic.set_velocity_y(0);
442 // no gravity anymore please
443 physic.enable_gravity(false);
445 if (stay_on_platform && mode == NORMAL)
447 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
448 base.y + base.height))
453 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
458 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
466 physic.enable_gravity(true);
471 BadGuy::action_jumpy(double elapsed_time)
473 if(frozen_timer.check())
475 set_action("left-iced", "right-iced");
479 const float vy = physic.get_velocity_y();
481 // XXX: These tests *should* use location from ground, not velocity
482 if (fabsf(vy) > 5.6f)
483 set_action("left-down", "right-down");
484 else if (fabsf(vy) > 5.3f)
485 set_action("left-middle", "right-middle");
487 set_action("left-up", "right-up");
489 Player& tux = *Sector::current()->player;
491 static const float JUMPV = 6;
494 // jump when on ground
495 if(dying == DYING_NOT && issolid(base.x, base.y+32))
497 physic.set_velocity_y(JUMPV);
498 physic.enable_gravity(true);
502 else if(mode == JUMPY_JUMP)
507 // set direction based on tux
508 if(tux.base.x > base.x)
514 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
515 if(dying == DYING_NOT)
516 collision_swept_object_map(&old_base, &base);
520 BadGuy::action_mrbomb(double elapsed_time)
522 if(frozen_timer.check())
524 set_action("iced-left", "iced-right");
528 if (dying == DYING_NOT)
529 check_horizontal_bump(true);
533 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
534 if (dying != DYING_FALLING)
535 collision_swept_object_map(&old_base,&base);
539 BadGuy::action_bomb(double elapsed_time)
541 static const int TICKINGTIME = 1000;
542 static const int EXPLODETIME = 1000;
548 timer.start(TICKINGTIME);
549 } else if(!timer.check()) {
550 if(mode == BOMB_TICKING) {
552 set_action("explosion", "explosion");
553 dying = DYING_NOT; // now the bomb hurts
554 timer.start(EXPLODETIME);
556 SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
557 } else if(mode == BOMB_EXPLODE) {
564 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
565 collision_swept_object_map(&old_base,&base);
569 BadGuy::action_stalactite(double elapsed_time)
571 Player& tux = *Sector::current()->player;
573 static const int SHAKETIME = 800;
574 static const int RANGE = 40;
577 // start shaking when tux is below the stalactite and at least 40 pixels
579 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
580 && tux.base.y + tux.base.height > base.y
581 && tux.dying == DYING_NOT) {
582 timer.start(SHAKETIME);
583 mode = STALACTITE_SHAKING;
585 } if(mode == STALACTITE_SHAKING) {
586 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
588 mode = STALACTITE_FALL;
590 } else if(mode == STALACTITE_FALL) {
592 /* Destroy if we collides with land */
593 if(issolid(base.x+base.width/2, base.y+base.height))
596 dying = DYING_SQUISHED;
598 set_action("broken", "broken");
600 } else if(mode == FLAT) {
605 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
607 if(dying == DYING_SQUISHED && !timer.check())
612 BadGuy::action_flame(double elapsed_time)
614 static const float radius = 100;
615 static const float speed = 0.02;
616 base.x = old_base.x + cos(angle) * radius;
617 base.y = old_base.y + sin(angle) * radius;
619 angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
623 BadGuy::action_fish(double elapsed_time)
625 if(frozen_timer.check())
627 if(physic.get_velocity_y() < 0)
628 set_action("iced-down", "iced-down");
630 set_action("iced", "iced");
635 static const float JUMPV = 6;
636 static const int WAITTIME = 1000;
638 // go in wait mode when back in water
639 if(dying == DYING_NOT
640 && gettile(base.x, base.y + base.height)
641 && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
642 && physic.get_velocity_y() <= 0 && mode == NORMAL)
645 set_action("hide", "hide");
646 physic.set_velocity(0, 0);
647 physic.enable_gravity(false);
648 timer.start(WAITTIME);
650 else if(mode == FISH_WAIT && !timer.check())
653 set_action("normal", "normal");
655 physic.set_velocity(0, JUMPV);
656 physic.enable_gravity(true);
659 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
660 if(dying == DYING_NOT)
661 collision_swept_object_map(&old_base, &base);
663 if(physic.get_velocity_y() < 0)
665 set_action("down", "down");
670 BadGuy::action_bouncingsnowball(double elapsed_time)
672 static const float JUMPV = 4.5;
676 // jump when on ground
677 if(dying == DYING_NOT && issolid(base.x, base.y+32))
679 physic.set_velocity_y(JUMPV);
680 physic.enable_gravity(true);
687 // check for right/left collisions
688 check_horizontal_bump();
690 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
691 if(dying == DYING_NOT)
692 collision_swept_object_map(&old_base, &base);
694 // Handle dying timer:
695 if (dying == DYING_SQUISHED && !timer.check())
700 BadGuy::action_flyingsnowball(double elapsed_time)
702 static const float FLYINGSPEED = 1;
703 static const int DIRCHANGETIME = 1000;
705 // go into flyup mode if none specified yet
706 if(dying == DYING_NOT && mode == NORMAL) {
708 physic.set_velocity_y(FLYINGSPEED);
709 timer.start(DIRCHANGETIME/2);
712 if(dying == DYING_NOT && !timer.check()) {
715 physic.set_velocity_y(-FLYINGSPEED);
716 } else if(mode == FLY_DOWN) {
718 physic.set_velocity_y(FLYINGSPEED);
720 timer.start(DIRCHANGETIME);
723 if(dying != DYING_NOT)
724 physic.enable_gravity(true);
726 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
727 if(dying == DYING_NOT || dying == DYING_SQUISHED)
728 collision_swept_object_map(&old_base, &base);
730 // set direction based on tux
731 if(Sector::current()->player->base.x > base.x)
736 // Handle dying timer:
737 if (dying == DYING_SQUISHED && !timer.check())
742 BadGuy::action_spiky(double elapsed_time)
744 if(frozen_timer.check())
746 set_action("iced-left", "iced-right");
750 if (dying == DYING_NOT)
751 check_horizontal_bump();
755 // jump when we're about to fall
756 if (physic.get_velocity_y() == 0 &&
757 !issolid(base.x+base.width/2, base.y + base.height)) {
758 physic.enable_gravity(true);
759 physic.set_velocity_y(2);
763 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
764 if (dying != DYING_FALLING)
765 collision_swept_object_map(&old_base,&base);
769 BadGuy::action_snowball(double elapsed_time)
771 if (dying == DYING_NOT)
772 check_horizontal_bump();
776 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
777 if (dying != DYING_FALLING)
778 collision_swept_object_map(&old_base,&base);
780 // Handle dying timer:
781 if (dying == DYING_SQUISHED && !timer.check())
786 BadGuy::action_wingling(double elapsed_time)
788 if (dying != DYING_NOT)
789 physic.enable_gravity(true);
792 Player& tux = *Sector::current()->player;
793 int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
795 if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
797 if (target.x < 0 && target.y < 0)
799 target.x = tux.base.x;
800 target.y = tux.base.y;
801 physic.set_velocity(dirsign * 1.5f, -2.25f);
804 else if (base.y >= target.y - 16)
805 physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
808 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
811 // Handle dying timer:
812 if (dying == DYING_SQUISHED && !timer.check())
815 // TODO: Winglings should be removed after flying off the screen
819 BadGuy::action_walkingtree(double elapsed_time)
821 if (dying == DYING_NOT)
822 check_horizontal_bump();
826 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
827 if (dying != DYING_FALLING)
828 collision_swept_object_map(&old_base,&base);
830 // Handle dying timer:
831 if (dying == DYING_SQUISHED && !timer.check())
836 BadGuy::action(float elapsed_time)
838 float scroll_x = Sector::current()->camera->get_translation().x;
839 float scroll_y = Sector::current()->camera->get_translation().y;
841 // BadGuy fall below the ground
842 if (base.y > Sector::current()->solids->get_height() * 32) {
847 // Kill us if we landed on spikes
848 if (dying == DYING_NOT
849 && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
850 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
851 || isspike(base.x, base.y + base.height)
852 || isspike(base.x + base.width, base.y + base.height)))
854 physic.set_velocity_y(3);
859 /* activate badguys if they're just inside the offscreen_distance around the
860 * screen. Don't activate them inside the screen, since that might have the
861 * effect of badguys suddenly popping up from nowhere
863 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
864 start_position.x < scroll_x - base.width)
866 else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
867 start_position.y < scroll_y - base.height)
869 else if(start_position.x > scroll_x + screen->w &&
870 start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
872 else if(start_position.y > scroll_y + screen->h &&
873 start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
876 if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
877 || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
878 || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
879 || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
881 if(dying != DYING_NOT)
892 action_mriceblock(elapsed_time);
896 action_jumpy(elapsed_time);
900 action_mrbomb(elapsed_time);
904 action_bomb(elapsed_time);
908 action_stalactite(elapsed_time);
912 action_flame(elapsed_time);
917 action_fish(elapsed_time);
920 case BAD_BOUNCINGSNOWBALL:
921 action_bouncingsnowball(elapsed_time);
924 case BAD_FLYINGSNOWBALL:
925 action_flyingsnowball(elapsed_time);
929 action_spiky(elapsed_time);
933 action_snowball(elapsed_time);
937 action_wingling(elapsed_time);
940 case BAD_WALKINGTREE:
941 action_walkingtree(elapsed_time);
950 BadGuy::draw(DrawingContext& context)
952 if((dir == LEFT && action_left == "hide") ||
953 (dir == RIGHT && action_right == "hide"))
957 specs->sprite->set_action(action_left);
958 else // if(dir == RIGHT)
959 specs->sprite->set_action(action_right);
961 if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
962 specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
964 specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
967 context.draw_filled_rect(Vector(base.x, base.y),
968 Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
972 BadGuy::set_action(std::string left, std::string right)
978 action_right = right;
988 // FIXME: Using the image size for the physics and collision is
989 // a bad idea, since images should always overlap there physical
992 if(base.width == 0 && base.height == 0) {
993 base.width = left->get_width();
994 base.height = left->get_height();
995 } else if(base.width != left->get_width() || base.height != left->get_height()) {
996 base.x -= (left->get_width() - base.width) / 2;
997 base.y -= left->get_height() - base.height;
998 base.width = left->get_width();
999 base.height = left->get_height();
1003 base.width = base.height = 0;
1007 animation_offset = 0;
1009 sprite_right = right;
1016 // these can't be bumped
1017 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
1018 || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
1021 physic.set_velocity_y(3);
1026 BadGuy::squish_me(Player* player)
1028 player->bounce(this);
1030 Sector::current()->add_score(Vector(base.x, base.y),
1031 25 * player_status.score_multiplier);
1033 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1034 player_status.score_multiplier++;
1036 dying = DYING_SQUISHED;
1038 physic.set_velocity(0, 0);
1042 BadGuy::squish(Player* player)
1044 static const int MAX_ICEBLOCK_SQUICHES = 10;
1046 if(kind == BAD_MRBOMB) {
1047 // mrbomb transforms into a bomb now
1050 player->bounce(this);
1051 Sector::current()->add_score(Vector(base.x, base.y),
1052 25 * player_status.score_multiplier);
1053 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
1055 player_status.score_multiplier++;
1058 } else if (kind == BAD_MRICEBLOCK) {
1059 if (mode == NORMAL || mode == KICK)
1062 SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
1064 set_action("flat-left", "flat-right");
1065 physic.set_velocity_x(0);
1068 } else if (mode == FLAT) {
1070 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1072 if (player->base.x < base.x + (base.width/2)) {
1073 physic.set_velocity_x(5);
1076 physic.set_velocity_x(-5);
1081 player->kick_timer.start(KICKING_TIME);
1082 set_action("flat-left", "flat-right");
1085 player->bounce(this);
1087 player_status.score_multiplier++;
1089 // check for maximum number of squishes
1091 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
1097 } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
1098 // fish can only be killed when falling down
1099 if(physic.get_velocity_y() >= 0)
1102 player->bounce(this);
1104 Sector::current()->add_score(Vector(base.x, base.y),
1105 25 * player_status.score_multiplier);
1107 player_status.score_multiplier++;
1109 // simply remove the fish...
1112 } else if(kind == BAD_BOUNCINGSNOWBALL) {
1114 set_action("squished", "squished");
1116 } else if(kind == BAD_FLYINGSNOWBALL) {
1118 set_action("squished-left", "squished-right");
1120 } else if(kind == BAD_SNOWBALL) {
1122 set_action("squished-left", "squished-right");
1124 } else if(kind == BAD_WINGLING) {
1126 set_action("left", "right");
1127 } else if(kind == BAD_WALKINGTREE) {
1128 if (mode == BGM_BIG)
1130 set_action("left-small", "left-small");
1131 physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
1133 /* Move to the player's direction */
1134 if(dir != Sector::current()->player->dir)
1135 physic.set_velocity_x(-physic.get_velocity_x());
1136 dir = Sector::current()->player->dir;
1138 // XXX magic number: 66 is BGM_BIG height
1140 player->bounce(this);
1141 base.y += 66 - base.height;
1143 Sector::current()->add_score(Vector(base.x, base.y),
1144 25 * player_status.score_multiplier);
1145 player_status.score_multiplier++;
1155 BadGuy::kill_me(int score)
1157 if(kind == BAD_BOMB)
1161 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
1163 dying = DYING_FALLING;
1164 if(kind == BAD_MRICEBLOCK) {
1165 set_action("falling-left", "falling-right");
1168 Player& tux = *Sector::current()->player;
1169 tux.holding_something = false;
1173 physic.enable_gravity(true);
1175 /* Gain some points: */
1177 Sector::current()->add_score(Vector(base.x, base.y),
1178 score * player_status.score_multiplier);
1180 /* Play death sound: */
1181 SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
1185 BadGuy::explode(bool right_way)
1187 BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
1190 badguy->timer.start(0);
1191 badguy->mode = BOMB_TICKING;
1199 BadGuy::collision(const MovingObject&, int)
1205 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
1207 BadGuy* pbad_c = NULL;
1208 Bullet* pbullet_c = NULL;
1210 if(type == COLLISION_BUMP) {
1215 if(type == COLLISION_SQUISH) {
1216 Player* player = static_cast<Player*>(p_c_object);
1221 /* COLLISION_NORMAL */
1225 pbullet_c = (Bullet*) p_c_object;
1227 if(pbullet_c->kind == FIRE_BULLET)
1229 if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
1230 && kind != BAD_FLAMEFISH)
1233 else if(pbullet_c->kind == ICE_BULLET)
1235 if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
1238 frozen_timer.start(FROZEN_TIME);
1243 pbad_c = (BadGuy*) p_c_object;
1246 /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
1247 if(kind == BAD_MRICEBLOCK && mode == KICK &&
1248 kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
1250 pbad_c->kill_me(25);
1253 // a held mriceblock kills the enemy too but falls to ground then
1254 else if(kind == BAD_MRICEBLOCK && mode == HELD)
1256 pbad_c->kill_me(25);
1260 /* Kill badguys that run into exploding bomb */
1261 else if (kind == BAD_BOMB && dying == DYING_NOT)
1263 if (pbad_c->kind == BAD_MRBOMB)
1265 // mrbomb transforms into a bomb now
1266 pbad_c->explode(true);
1271 pbad_c->kill_me(50);
1275 /* Kill any badguys that get hit by stalactite */
1276 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1278 if (pbad_c->kind == BAD_MRBOMB)
1280 // mrbomb transforms into a bomb now
1281 pbad_c->explode(false);
1285 pbad_c->kill_me(50);
1288 /* When enemies run into eachother, make them change directions */
1291 // Wingling doesn't interact with other badguys
1292 if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
1295 // Jumpy, fish, flame, stalactites, wingling are exceptions
1296 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1297 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
1298 || pbad_c->kind == BAD_FLAMEFISH)
1301 // Bounce off of other badguy if we land on top of him
1302 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1304 if (pbad_c->dir == LEFT)
1307 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1309 else if (pbad_c->dir == RIGHT)
1312 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1317 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1320 if (pbad_c->kind != BAD_FLAME)
1325 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1327 // Put bad guys a part (or they get jammed)
1328 // only needed to do to one of them
1329 if (physic.get_velocity_x() != 0)
1330 base.x = pbad_c->base.x + pbad_c->base.width + 1;
1332 else if (dir == RIGHT)
1335 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1344 Player* player = static_cast<Player*>(p_c_object);
1345 /* Get kicked if were flat */
1346 if (mode == FLAT && !dying)
1348 SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
1350 // Hit from left side
1351 if (player->base.x < base.x) {
1352 physic.set_velocity_x(5);
1355 // Hit from right side
1357 physic.set_velocity_x(-5);
1362 player->kick_timer.start(KICKING_TIME);
1363 set_action("flat-left", "flat-right");