+// $Id$
+//
+// SuperTux
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2004 Matthias Braun <matze@braunis.de>
//
-// C Implementation: badguy
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-
-#include "globals.h"
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+
+#include <iostream>
+#include <cmath>
+
+#include "app/globals.h"
#include "defines.h"
+#include "special/sprite_manager.h"
+#include "utils/lispwriter.h"
#include "badguy.h"
-#include "scene.h"
-#include "screen.h"
-
-texture_type img_bsod_squished_left;
-texture_type img_bsod_squished_right;
-texture_type img_bsod_falling_left;
-texture_type img_bsod_falling_right;
-texture_type img_laptop_flat_left;
-texture_type img_laptop_flat_right;
-texture_type img_laptop_falling_left;
-texture_type img_laptop_falling_right;
-texture_type img_bsod_left[4];
-texture_type img_bsod_right[4];
-texture_type img_laptop_left[3];
-texture_type img_laptop_right[3];
-texture_type img_money_left[2];
-texture_type img_money_right[2];
-texture_type img_mrbomb_left[4];
-texture_type img_mrbomb_right[4];
-texture_type img_stalactite;
-texture_type img_stalactite_broken;
+#include "tile.h"
+#include "resources.h"
+#include "camera.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "statistics.h"
+#include "badguy_specs.h"
+
+#define BADGUY_WALK_SPEED .8f
+#define WINGLING_FLY_SPEED 1.6f
BadGuyKind badguykind_from_string(const std::string& str)
{
- if (str == "money")
- return BAD_MONEY;
- else if (str == "laptop")
- return BAD_LAPTOP;
- else if (str == "bsod")
- return BAD_BSOD;
+ if (str == "jumpy" || str == "money") // was "money" in ancient versions
+ return BAD_JUMPY;
+ else if (str == "mriceblock" || str == "laptop") // was "laptop" in ancient versions
+ return BAD_MRICEBLOCK;
else if (str == "mrbomb")
return BAD_MRBOMB;
else if (str == "stalactite")
return BAD_STALACTITE;
+ else if (str == "flame")
+ return BAD_FLAME;
+ else if (str == "fish")
+ return BAD_FISH;
+ else if (str == "flamefish")
+ return BAD_FLAMEFISH;
+ else if (str == "bouncingsnowball")
+ return BAD_BOUNCINGSNOWBALL;
+ else if (str == "flyingsnowball")
+ return BAD_FLYINGSNOWBALL;
+ else if (str == "spiky")
+ return BAD_SPIKY;
+ else if (str == "snowball" || str == "bsod") // was "bsod" in ancient versions
+ return BAD_SNOWBALL;
+ else if (str == "wingling")
+ return BAD_WINGLING;
+ else if (str == "walkingtree")
+ return BAD_WALKINGTREE;
+ else if(str == "bomb") // not to be used as a real bad guys
+ return BAD_BOMB;
else
{
- printf("Couldn't convert badguy: %s\n", str.c_str());
- return BAD_BSOD;
+ return BAD_INVALID;
}
}
{
switch(kind)
{
- case BAD_MONEY:
- return "money";
- break;
- case BAD_LAPTOP:
- return "laptop";
+ case BAD_JUMPY:
+ return "jumpy";
break;
- case BAD_BSOD:
- return "bsod";
+ case BAD_MRICEBLOCK:
+ return "mriceblock";
break;
case BAD_MRBOMB:
return "mrbomb";
case BAD_STALACTITE:
return "stalactite";
break;
+ case BAD_FLAME:
+ return "flame";
+ break;
+ case BAD_FISH:
+ return "fish";
+ break;
+ case BAD_FLAMEFISH:
+ return "flamefish";
+ break;
+ case BAD_BOUNCINGSNOWBALL:
+ return "bouncingsnowball";
+ break;
+ case BAD_FLYINGSNOWBALL:
+ return "flyingsnowball";
+ break;
+ case BAD_SPIKY:
+ return "spiky";
+ break;
+ case BAD_SNOWBALL:
+ return "snowball";
+ break;
+ case BAD_WINGLING:
+ return "wingling";
+ break;
+ case BAD_WALKINGTREE:
+ return "walkingtree";
+ case BAD_BOMB: // not to be used as a real bad guys
+ return "bomb";
+ break;
default:
- return "bsod";
+ return "snowball";
}
}
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
+ : removable(false), squishcount(0)
+{
+ lispreader.read_float("x", start_position.x);
+ lispreader.read_float("y", start_position.y);
+
+ kind = kind_;
+
+ stay_on_platform = false;
+ lispreader.read_bool("stay-on-platform", stay_on_platform);
+
+ init();
+}
+
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+ : removable(false), squishcount(0)
+{
+ start_position.x = x;
+ start_position.y = y;
+ stay_on_platform = false;
+
+ kind = kind_;
+
+ init();
+}
+
+BadGuy::~BadGuy()
+{
+}
+
void
-BadGuy::init(float x, float y, BadGuyKind kind_)
+BadGuy::init()
{
- base.width = 32;
- base.height = 32;
+ base.x = 0;
+ base.y = 0;
+ base.width = 0;
+ base.height = 0;
+
mode = NORMAL;
dying = DYING_NOT;
- kind = kind_;
- base.x = x;
- base.y = y;
- base.xm = -1.3;
- base.ym = 4.8;
old_base = base;
dir = LEFT;
seen = false;
- timer_init(&timer, true);
- physic_init(&physic);
+ animation_offset = 0;
+ target.x = target.y = -1;
+ physic.reset();
+ frozen_timer.init(true);
+ timer.init(true);
- if(kind == BAD_BOMB) {
- timer_start(&timer, 1000);
- mode = BOMB_TICKING;
- // hack so that the bomb doesn't hurt until it expldes...
- dying = DYING_SQUISHED;
+ specs = badguyspecs_manager->load(badguykind_to_string(kind));
+
+ set_action("hide", "hide");
+
+ // if we're in a solid tile at start correct that now
+ if(Sector::current()) {
+ if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base))
+ {
+ std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
+ << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
+ while(collision_object_map(base))
+ --base.y;
+ }
+
+ if(Sector::current()->camera) {
+ Vector scroll = Sector::current()->camera->get_translation();
+
+ if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
+ start_position.y > scroll.y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
+ activate(LEFT);
+ }
+ } } else {
+ if(start_position.x > 0 && start_position.x <= screen->w
+ && start_position.y > 0 && start_position.y <= screen->h)
+ activate(LEFT);
}
}
-void BadGuy::action_bsod()
+void
+BadGuy::write(LispWriter& writer)
{
- /* --- BLUE SCREEN OF DEATH MONSTER: --- */
+ writer.start_list(badguykind_to_string(kind));
- /* Move left/right: */
- if (dying == DYING_NOT ||
- dying == DYING_FALLING)
- {
- base.x += base.xm * frame_ratio;
- }
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_bool("stay-on-platform", stay_on_platform);
- /* Move vertically: */
- base.y = base.y + base.ym * frame_ratio;
+ writer.end_list(badguykind_to_string(kind));
+}
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
-
- if (!dying)
- check_horizontal_bump();
+void
+BadGuy::activate(Direction activation_dir)
+{
+ mode = NORMAL;
+ animation_offset = 0;
+ target.x = target.y = -1;
+ physic.reset();
+ frozen_timer.init(true);
+ timer.init(true);
+
+ dir = activation_dir;
+ float dirsign = activation_dir == LEFT ? -1 : 1;
+
+ set_action("left", "right");
+ if(kind == BAD_MRBOMB) {
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ } else if (kind == BAD_MRICEBLOCK) {
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ } else if(kind == BAD_JUMPY) {
+ set_action("left-up", "right-up");
+ } else if(kind == BAD_BOMB) {
+ set_action("ticking-left", "ticking-right");
+ // hack so that the bomb doesn't hurt until it expldes...
+ dying = DYING_SQUISHED;
+ } else if(kind == BAD_FLAME) {
+ angle = 0;
+ physic.enable_gravity(false);
+ set_action("normal", "normal");
+ } else if(kind == BAD_BOUNCINGSNOWBALL) {
+ physic.set_velocity(dirsign * 1.3, 0);
+ } else if(kind == BAD_STALACTITE) {
+ physic.enable_gravity(false);
+ set_action("normal", "normal");
+ } else if(kind == BAD_FISH) {
+ set_action("normal", "normal");
+ physic.enable_gravity(true);
+ } else if(kind == BAD_FLAMEFISH) {
+ set_action("normal", "normal");
+ physic.enable_gravity(true);
+ } else if(kind == BAD_FLYINGSNOWBALL) {
+ physic.enable_gravity(false);
+ } else if(kind == BAD_SPIKY) {
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ } else if(kind == BAD_SNOWBALL) {
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ } else if(kind == BAD_WINGLING) {
+ physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+ physic.enable_gravity(false);
+ set_action("left", "left");
+ } else if (kind == BAD_WALKINGTREE) {
+ // TODO: why isn't the height/width being set properly in set_action?
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ mode = BGM_BIG;
+ set_action("left", "left");
+ base.width = 66;
+ base.height = 66;
+ }
- fall(true);
+ base.x = start_position.x;
+ base.y = start_position.y;
+ old_base = base;
+ seen = true;
+}
- // Handle dying timer:
- if (dying == DYING_SQUISHED)
- {
- /* Remove it if time's up: */
- if(!timer_check(&timer)) {
- remove_me();
- return;
- }
- }
+Surface*
+BadGuy::get_image()
+{
+return specs->sprite->get_frame(0);
}
-void BadGuy::action_laptop()
+void
+BadGuy::action_mriceblock(double elapsed_time)
{
+ Player& tux = *Sector::current()->player;
+
+ if(mode != HELD)
+ fall();
+
/* Move left/right: */
- if (mode == NORMAL || mode == KICK)
+ if (mode != HELD)
{
- if (dying == DYING_NOT ||
- dying == DYING_FALLING)
- {
- base.x += base.xm * frame_ratio;
- }
+ // move
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
}
else if (mode == HELD)
{ /* FIXME: The pbad object shouldn't know about pplayer objects. */
- /* If we're holding the laptop */
- dir=tux.dir;
- if(dir==RIGHT)
+ /* If we're holding the iceblock */
+ dir = tux.dir;
+ if(tux.size == SMALL)
{
- base.x = tux.base.x + 16;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ if(dir == RIGHT)
+ base.x = tux.base.x + 24;
+ else // dir == LEFT
+ base.x = tux.base.x - 12;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
- else /* facing left */
+ else // TUX == BIG
{
- base.x = tux.base.x - 16;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ if(dir == RIGHT)
+ base.x = tux.base.x + 24;
+ else // dir == LEFT
+ base.x = tux.base.x - 4;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
- if(collision_object_map(&base))
+
+ if(collision_object_map(base))
{
base.x = tux.base.x;
base.y = tux.base.y + tux.base.height/1.5 - base.height;
if(tux.input.fire != DOWN) /* SHOOT! */
{
if(dir == LEFT)
- base.x -= 24;
+ base.x = tux.base.x - base.width;
else
- base.x += 24;
+ base.x = tux.base.x + tux.base.width;
+ old_base = base;
mode=KICK;
- base.xm = 8;
- base.ym = 8;
- play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+ tux.kick_timer.start(KICKING_TIME);
+ set_action("flat-left", "flat-right");
+ physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
}
}
-
- /* Move vertically: */
- if(mode != HELD)
- base.y = base.y + base.ym * frame_ratio;
-
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
- /* Bump into things horizontally: */
-
if (!dying)
{
int changed = dir;
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- /* handle stereo sound (number 10 should be tweaked...)*/
- if (base.x < scroll_x - 10)
- play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + 10)
- play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
}
}
- fall();
-
/* Handle mode timer: */
- if (mode == FLAT && mode != HELD)
+ if (mode == FLAT)
{
- if(!timer_check(&timer))
+ if(!timer.check())
{
mode = NORMAL;
- base.xm = 4;
+ set_action("left", "right");
+ physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
}
}
- else if (mode == KICK)
- {
- timer_check(&timer);
- }
}
-void BadGuy::check_horizontal_bump(bool checkcliff)
+void
+BadGuy::check_horizontal_bump(bool checkcliff)
{
- if (dir == LEFT && issolid( base.x, (int) base.y + 16))
+ float halfheight = base.height / 2;
+ if (dir == LEFT && issolid( base.x, base.y + halfheight))
{
+ if (kind == BAD_MRICEBLOCK && mode == KICK)
+ {
+ Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
+ Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
+ }
+
dir = RIGHT;
- base.xm = -base.xm;
+ physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
return;
}
- if (dir == RIGHT && issolid( base.x + base.width, (int) base.y + 16))
+ if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
{
+ if (kind == BAD_MRICEBLOCK && mode == KICK)
+ {
+ Sector::current()->trybreakbrick(
+ Vector(base.x + base.width, base.y + halfheight), false);
+ Sector::current()->tryemptybox(
+ Vector(base.x + base.width, base.y + halfheight), dir);
+ }
+
dir = LEFT;
- base.xm = -base.xm;
+ physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
return;
}
// don't check for cliffs when we're falling
if(!checkcliff)
return;
+ if(!issolid(base.x + base.width/2, base.y + base.height))
+ return;
- if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + 16))
+ if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
{
- printf("Cliffcol left\n");
dir = RIGHT;
- base.xm = -base.xm;
+ physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
return;
}
if(dir == RIGHT && !issolid(base.x + base.width,
- (int) base.y + base.height + 16))
+ (int) base.y + base.height + halfheight))
{
- printf("Cliffcol right\n");
dir = LEFT;
- base.xm = -base.xm;
+ physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
return;
}
}
-void BadGuy::fall(bool dojump)
+void
+BadGuy::fall()
{
/* Fall if we get off the ground: */
if (dying != DYING_FALLING)
{
- if (!issolid(base.x+16, base.y + 32))
+ if (!issolid(base.x+base.width/2, base.y + base.height))
{
- if(!physic_is_set(&physic))
- {
- physic_set_state(&physic,PH_VT);
- physic_set_start_vy(&physic, dojump ? 2. : 0.);
- }
-
- if(mode != HELD)
- {
- base.ym = physic_get_velocity(&physic);
- }
+ // not solid below us? enable gravity
+ physic.enable_gravity(true);
}
else
{
/* Land: */
+ if (physic.get_velocity_y() < 0)
+ {
+ base.y = int((base.y + base.height)/32) * 32 - base.height;
+ physic.set_velocity_y(0);
+ }
+ // no gravity anymore please
+ physic.enable_gravity(false);
- if (base.ym > 0)
+ if (stay_on_platform && mode == NORMAL)
{
- base.y = (int)(base.y / 32) * 32;
- base.ym = 0;
+ if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
+ base.y + base.height))
+ {
+ if (dir == LEFT)
+ {
+ dir = RIGHT;
+ physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+ }
+ else
+ {
+ dir = LEFT;
+ physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+ }
+ }
}
- physic_init(&physic);
}
}
else
{
- if(!physic_is_set(&physic))
- {
- physic_set_state(&physic,PH_VT);
- physic_set_start_vy(&physic,0.);
- }
- base.ym = physic_get_velocity(&physic);
+ physic.enable_gravity(true);
}
-
- // BadGuy fall below the ground
- if (base.y > screen->h) {
- remove_me();
- return;
- }
}
-void BadGuy::remove_me()
+void
+BadGuy::action_jumpy(double elapsed_time)
{
- std::vector<BadGuy>::iterator i;
- for(i = bad_guys.begin(); i != bad_guys.end(); ++i) {
- if( & (*i) == this) {
- bad_guys.erase(i);
- return;
+ if(frozen_timer.check())
+ {
+ set_action("left-iced", "right-iced");
+ return;
}
- }
-}
-void BadGuy::action_money()
-{
- /* Move vertically: */
- base.y = base.y + base.ym * frame_ratio;
+ const float vy = physic.get_velocity_y();
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
+ // XXX: These tests *should* use location from ground, not velocity
+ if (fabsf(vy) > 5.6f)
+ set_action("left-down", "right-down");
+ else if (fabsf(vy) > 5.3f)
+ set_action("left-middle", "right-middle");
+ else
+ set_action("left-up", "right-up");
- if (base.y > screen->h) {
- remove_me();
- return;
- }
+ Player& tux = *Sector::current()->player;
- if(physic_get_state(&physic) == -1)
+ static const float JUMPV = 6;
+
+ fall();
+ // jump when on ground
+ if(dying == DYING_NOT && issolid(base.x, base.y+32))
{
- physic_set_state(&physic,PH_VT);
- physic_set_start_vy(&physic,0.);
- }
+ physic.set_velocity_y(JUMPV);
+ physic.enable_gravity(true);
- if (dying != DYING_FALLING)
+ mode = JUMPY_JUMP;
+ }
+ else if(mode == JUMPY_JUMP)
{
-
- if(issolid(base.x, base.y + 32))
- {
- physic_set_state(&physic,PH_VT);
- physic_set_start_vy(&physic,6.);
- base.ym = physic_get_velocity(&physic);
- }
- /* // matze: is this code needed?
- else if(issolid(base.x, base.y))
- { // This works, but isn't the best solution imagineable
- physic_set_state(&physic,PH_VT);
- physic_set_start_vy(&physic,0.);
- base.ym = physic_get_velocity(&physic);
- ++base.y;
- }*/
- else
- {
- base.ym = physic_get_velocity(&physic);
- }
+ mode = NORMAL;
}
+
+ // set direction based on tux
+ if(tux.base.x > base.x)
+ dir = RIGHT;
else
- {
- if(!physic_is_set(&physic))
- {
- physic_set_state(&physic,PH_VT);
- physic_set_start_vy(&physic,0.);
- }
- base.ym = physic_get_velocity(&physic);
- }
+ dir = LEFT;
+
+ // move
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if(dying == DYING_NOT)
+ collision_swept_object_map(&old_base, &base);
}
-void BadGuy::action_mrbomb()
+void
+BadGuy::action_mrbomb(double elapsed_time)
{
- if(mode == NORMAL) {
- base.x += base.xm * frame_ratio;
- }
-
- /* Move vertically: */
- base.y += base.ym * frame_ratio;
+ if(frozen_timer.check())
+ {
+ set_action("iced-left", "iced-right");
+ return;
+ }
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
+ if (dying == DYING_NOT)
+ check_horizontal_bump(true);
- check_horizontal_bump(true);
fall();
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
}
-void BadGuy::action_bomb()
+void
+BadGuy::action_bomb(double elapsed_time)
{
- // eventually fall down
- base.y += base.ym * frame_ratio;
- collision_swept_object_map(&old_base,&base);
+ static const int TICKINGTIME = 1000;
+ static const int EXPLODETIME = 1000;
+
fall();
- if(!timer_check(&timer)) {
+ if(mode == NORMAL) {
+ mode = BOMB_TICKING;
+ timer.start(TICKINGTIME);
+ } else if(!timer.check()) {
if(mode == BOMB_TICKING) {
mode = BOMB_EXPLODE;
+ set_action("explosion", "explosion");
dying = DYING_NOT; // now the bomb hurts
- timer_start(&timer, 1000);
+ timer.start(EXPLODETIME);
+
+ SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
}
}
+
+ // move
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ collision_swept_object_map(&old_base,&base);
}
-void BadGuy::action_stalactite()
+void
+BadGuy::action_stalactite(double elapsed_time)
{
+ Player& tux = *Sector::current()->player;
+
+ static const int SHAKETIME = 800;
+ static const int RANGE = 40;
+
if(mode == NORMAL) {
- if(tux.base.x + 32 > base.x - 40 && tux.base.x < base.x + 32 + 40) {
- timer_start(&timer, 800);
+ // start shaking when tux is below the stalactite and at least 40 pixels
+ // near
+ if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
+ && tux.base.y + tux.base.height > base.y
+ && tux.dying == DYING_NOT) {
+ timer.start(SHAKETIME);
mode = STALACTITE_SHAKING;
}
} if(mode == STALACTITE_SHAKING) {
base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
- if(!timer_check(&timer)) {
+ if(!timer.check()) {
mode = STALACTITE_FALL;
}
} else if(mode == STALACTITE_FALL) {
- base.y += base.ym * frame_ratio;
- /* Destroy if collides land */
- if(issolid(base.x+16, base.y+32))
+ fall();
+ /* Destroy if we collides with land */
+ if(issolid(base.x+base.width/2, base.y+base.height))
{
- timer_start(&timer, 3000);
+ timer.start(2000);
dying = DYING_SQUISHED;
mode = FLAT;
+ set_action("broken", "broken");
}
+ } else if(mode == FLAT) {
+ fall();
}
+
+ // move
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+
+ if(dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
-BadGuy::action()
-{
- if (seen)
- {
- switch (kind)
- {
- case BAD_BSOD:
- action_bsod();
- break;
-
- case BAD_LAPTOP:
- action_laptop();
- break;
-
- case BAD_MONEY:
- action_money();
- break;
+BadGuy::action_flame(double elapsed_time)
+{
+ static const float radius = 100;
+ static const float speed = 0.02;
+ base.x = old_base.x + cos(angle) * radius;
+ base.y = old_base.y + sin(angle) * radius;
- case BAD_MRBOMB:
- action_mrbomb();
- break;
-
- case BAD_BOMB:
- action_bomb();
- break;
+ angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
+}
- case BAD_STALACTITE:
- action_stalactite();
- break;
+void
+BadGuy::action_fish(double elapsed_time)
+{
+ if(frozen_timer.check())
+ {
+ if(physic.get_velocity_y() < 0)
+ set_action("iced-down", "iced-down");
+ else
+ set_action("iced", "iced");
- }
+ return;
}
- // Remove if it's far off the screen:
- if (base.x < scroll_x - OFFSCREEN_DISTANCE)
+ static const float JUMPV = 6;
+ static const int WAITTIME = 1000;
+
+ // go in wait mode when back in water
+ if(dying == DYING_NOT
+ && gettile(base.x, base.y + base.height)
+ && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
+ && physic.get_velocity_y() <= 0 && mode == NORMAL)
{
- remove_me();
- return;
+ mode = FISH_WAIT;
+ set_action("hide", "hide");
+ physic.set_velocity(0, 0);
+ physic.enable_gravity(false);
+ timer.start(WAITTIME);
}
- else /* !seen */
+ else if(mode == FISH_WAIT && !timer.check())
{
- // Once it's on screen, it's activated!
- if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
- seen = true;
+ // jump again
+ set_action("normal", "normal");
+ mode = NORMAL;
+ physic.set_velocity(0, JUMPV);
+ physic.enable_gravity(true);
+ }
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if(dying == DYING_NOT)
+ collision_swept_object_map(&old_base, &base);
+
+ if(physic.get_velocity_y() < 0)
+ {
+ set_action("down", "down");
}
}
void
-BadGuy::draw_bsod()
-{
- texture_type* texture = 0;
- float y = base.y;
- if(dying == DYING_NOT) {
- size_t frame = (global_frame_counter / 5) % 4;
- texture = (dir == LEFT) ? &img_bsod_left[frame] : &img_bsod_right[frame];
- } else if(dying == DYING_FALLING) {
- texture = (dir == LEFT) ? &img_bsod_falling_left : &img_bsod_falling_right;
- } else if(dying == DYING_SQUISHED) {
- texture = (dir == LEFT)
- ? &img_bsod_squished_left : &img_bsod_squished_right;
- y += 24;
- }
-
- texture_draw(texture, base.x - scroll_x, y);
+BadGuy::action_bouncingsnowball(double elapsed_time)
+{
+ static const float JUMPV = 4.5;
+
+ fall();
+
+ // jump when on ground
+ if(dying == DYING_NOT && issolid(base.x, base.y+32))
+ {
+ physic.set_velocity_y(JUMPV);
+ physic.enable_gravity(true);
+ }
+ else
+ {
+ mode = NORMAL;
+ }
+
+ // check for right/left collisions
+ check_horizontal_bump();
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if(dying == DYING_NOT)
+ collision_swept_object_map(&old_base, &base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
-BadGuy::draw_laptop()
+BadGuy::action_flyingsnowball(double elapsed_time)
{
- texture_type* texture;
- size_t frame = (global_frame_counter / 5) % 3;
-
- if(dying == DYING_NOT) {
- if(mode == NORMAL) {
- if(dir == LEFT)
- texture = &img_laptop_left[frame];
- else
- texture = &img_laptop_right[frame];
- } else {
- texture = (dir == LEFT) ? &img_laptop_flat_left : &img_laptop_flat_right;
+ static const float FLYINGSPEED = 1;
+ static const int DIRCHANGETIME = 1000;
+
+ // go into flyup mode if none specified yet
+ if(dying == DYING_NOT && mode == NORMAL) {
+ mode = FLY_UP;
+ physic.set_velocity_y(FLYINGSPEED);
+ timer.start(DIRCHANGETIME/2);
+ }
+
+ if(dying == DYING_NOT && !timer.check()) {
+ if(mode == FLY_UP) {
+ mode = FLY_DOWN;
+ physic.set_velocity_y(-FLYINGSPEED);
+ } else if(mode == FLY_DOWN) {
+ mode = FLY_UP;
+ physic.set_velocity_y(FLYINGSPEED);
}
- } else {
- texture = (dir == LEFT)
- ? &img_laptop_falling_left : &img_laptop_falling_right;
+ timer.start(DIRCHANGETIME);
}
- texture_draw(texture, base.x - scroll_x, base.y);
+ if(dying != DYING_NOT)
+ physic.enable_gravity(true);
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if(dying == DYING_NOT || dying == DYING_SQUISHED)
+ collision_swept_object_map(&old_base, &base);
+
+ // set direction based on tux
+ if(Sector::current()->player->base.x > base.x)
+ dir = RIGHT;
+ else
+ dir = LEFT;
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
-BadGuy::draw_money()
+BadGuy::action_spiky(double elapsed_time)
{
- texture_type* texture;
- size_t frame = (base.ym != 300) ? 0 : 1;
+ if(frozen_timer.check())
+ {
+ set_action("iced-left", "iced-right");
+ return;
+ }
- if(tux.base.x + tux.base.width < base.x) {
- texture = &img_money_left[frame];
- } else {
- texture = &img_money_right[frame];
+ if (dying == DYING_NOT)
+ check_horizontal_bump();
+
+ fall();
+#if 0
+ // jump when we're about to fall
+ if (physic.get_velocity_y() == 0 &&
+ !issolid(base.x+base.width/2, base.y + base.height)) {
+ physic.enable_gravity(true);
+ physic.set_velocity_y(2);
}
+#endif
- texture_draw(texture, base.x - scroll_x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
}
-
+
void
-BadGuy::draw_mrbomb()
+BadGuy::action_snowball(double elapsed_time)
{
- texture_type* texture;
- size_t frame = (global_frame_counter/5) % 4;
+ if (dying == DYING_NOT)
+ check_horizontal_bump();
- if(dir == LEFT)
- texture = &img_mrbomb_left[frame];
+ fall();
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
+}
+
+void
+BadGuy::action_wingling(double elapsed_time)
+{
+ if (dying != DYING_NOT)
+ physic.enable_gravity(true);
else
- texture = &img_mrbomb_right[frame];
+ {
+ Player& tux = *Sector::current()->player;
+ int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
+
+ if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
+ {
+ if (target.x < 0 && target.y < 0)
+ {
+ target.x = tux.base.x;
+ target.y = tux.base.y;
+ physic.set_velocity(dirsign * 1.5f, -2.25f);
+ }
+ }
+ else if (base.y >= target.y - 16)
+ physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+ }
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
+
+ // TODO: Winglings should be removed after flying off the screen
+}
+
+void
+BadGuy::action_walkingtree(double elapsed_time)
+{
+ if (dying == DYING_NOT)
+ check_horizontal_bump();
+
+ fall();
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
- texture_draw(texture, base.x - scroll_x, base.y);
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
-BadGuy::draw_bomb()
+BadGuy::action(float elapsed_time)
{
- texture_type* texture;
+ float scroll_x = Sector::current()->camera->get_translation().x;
+ float scroll_y = Sector::current()->camera->get_translation().y;
- // TODO add real bomb graphics
- if(mode == BOMB_TICKING) {
- texture = &img_bsod_squished_right;
+ // BadGuy fall below the ground
+ if (base.y > Sector::current()->solids->get_height() * 32) {
+ remove_me();
+ return;
+ }
+
+ // Kill us if we landed on spikes
+ if (dying == DYING_NOT
+ && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
+ && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
+ || isspike(base.x, base.y + base.height)
+ || isspike(base.x + base.width, base.y + base.height)))
+ {
+ physic.set_velocity_y(3);
+ kill_me(0);
+ }
+
+ if(!seen) {
+ /* activate badguys if they're just inside the offscreen_distance around the
+ * screen. Don't activate them inside the screen, since that might have the
+ * effect of badguys suddenly popping up from nowhere
+ */
+ if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x - base.width)
+ activate(RIGHT);
+ else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y - base.height)
+ activate(LEFT);
+ else if(start_position.x > scroll_x + screen->w &&
+ start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ else if(start_position.y > scroll_y + screen->h &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+ activate(LEFT);
} else {
- texture = &img_bsod_squished_left;
+ if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
+ || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
+ || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
+ || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
+ seen = false;
+ if(dying != DYING_NOT)
+ remove_me();
+ }
}
- texture_draw(texture, base.x - scroll_x, base.y);
+ if(!seen)
+ return;
+
+ switch (kind)
+ {
+ case BAD_MRICEBLOCK:
+ action_mriceblock(elapsed_time);
+ break;
+
+ case BAD_JUMPY:
+ action_jumpy(elapsed_time);
+ break;
+
+ case BAD_MRBOMB:
+ action_mrbomb(elapsed_time);
+ break;
+
+ case BAD_BOMB:
+ action_bomb(elapsed_time);
+ break;
+
+ case BAD_STALACTITE:
+ action_stalactite(elapsed_time);
+ break;
+
+ case BAD_FLAME:
+ action_flame(elapsed_time);
+ break;
+
+ case BAD_FISH:
+ case BAD_FLAMEFISH:
+ action_fish(elapsed_time);
+ break;
+
+ case BAD_BOUNCINGSNOWBALL:
+ action_bouncingsnowball(elapsed_time);
+ break;
+
+ case BAD_FLYINGSNOWBALL:
+ action_flyingsnowball(elapsed_time);
+ break;
+
+ case BAD_SPIKY:
+ action_spiky(elapsed_time);
+ break;
+
+ case BAD_SNOWBALL:
+ action_snowball(elapsed_time);
+ break;
+
+ case BAD_WINGLING:
+ action_wingling(elapsed_time);
+ break;
+
+ case BAD_WALKINGTREE:
+ action_walkingtree(elapsed_time);
+ break;
+
+ default:
+ break;
+ }
}
void
-BadGuy::draw_stalactite()
+BadGuy::draw(DrawingContext& context)
{
- texture_type* texture;
- if(mode != FLAT)
- texture = &img_stalactite;
+ if((dir == LEFT && action_left == "hide") ||
+ (dir == RIGHT && action_right == "hide"))
+ return;
+
+ if(dir == LEFT)
+ specs->sprite->set_action(action_left);
+ else // if(dir == RIGHT)
+ specs->sprite->set_action(action_right);
+
+ if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+ specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
else
- texture = &img_stalactite_broken;
+ specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
- texture_draw(texture, base.x - scroll_x, base.y);
+ if(debug_mode)
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
}
void
-BadGuy::draw()
+BadGuy::set_action(std::string left, std::string right)
{
- // Don't try to draw stuff that is outside of the screen
- if (base.x > scroll_x - 32 &&
- base.x < scroll_x + screen->w)
- {
- switch (kind)
- {
- case BAD_BSOD:
- draw_bsod();
- break;
-
- case BAD_LAPTOP:
- draw_laptop();
- break;
-
- case BAD_MONEY:
- draw_money();
- break;
+ base.width = 32;
+ base.height = 32;
- case BAD_MRBOMB:
- draw_mrbomb();
- break;
+ action_left = left;
+ action_right = right;
- case BAD_BOMB:
- draw_bomb();
- break;
-
- case BAD_STALACTITE:
- draw_stalactite();
- break;
+#if 0
+ if (1)
+ {
+ base.width = 32;
+ base.height = 32;
+ }
+ else
+ {
+ // FIXME: Using the image size for the physics and collision is
+ // a bad idea, since images should always overlap there physical
+ // representation
+ if(left != 0) {
+ if(base.width == 0 && base.height == 0) {
+ base.width = left->get_width();
+ base.height = left->get_height();
+ } else if(base.width != left->get_width() || base.height != left->get_height()) {
+ base.x -= (left->get_width() - base.width) / 2;
+ base.y -= left->get_height() - base.height;
+ base.width = left->get_width();
+ base.height = left->get_height();
+ old_base = base;
}
+ } else {
+ base.width = base.height = 0;
+ }
}
+
+ animation_offset = 0;
+ sprite_left = left;
+ sprite_right = right;
+#endif
}
void
BadGuy::bump()
{
- if(kind == BAD_BSOD || kind == BAD_LAPTOP || kind == BAD_BOMB) {
- dying = DYING_FALLING;
- base.ym = -8;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- }
+ // these can't be bumped
+ if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
+ || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
+ return;
+
+ physic.set_velocity_y(3);
+ kill_me(25);
}
void
-BadGuy::make_player_jump(Player* player)
+BadGuy::squish_me(Player* player)
{
- physic_set_state(&player->vphysic,PH_VT);
- physic_set_start_vy(&player->vphysic,2.);
- player->base.y = base.y - player->base.height - 1;
+ player->bounce(this);
+
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
+ player_status.score_multiplier++;
+
+ dying = DYING_SQUISHED;
+ timer.start(2000);
+ physic.set_velocity(0, 0);
}
void
-BadGuy::squich(Player* player)
+BadGuy::squish(Player* player)
{
+ static const int MAX_ICEBLOCK_SQUICHES = 10;
+
if(kind == BAD_MRBOMB) {
- // mrbomb transforms into a bomb now
- add_bad_guy(base.x, base.y, BAD_BOMB);
-
- make_player_jump(player);
- add_score(base.x - scroll_x, base.y, 50 * score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
- score_multiplier++;
-
- remove_me();
- return;
-
- } else if(kind == BAD_BSOD) {
- dying = DYING_SQUISHED;
- timer_start(&timer,4000);
+ // mrbomb transforms into a bomb now
+ explode(false);
+
+ player->bounce(this);
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
- make_player_jump(player);
+ player_status.score_multiplier++;
+ return;
- add_score(base.x - scroll_x, base.y, 50 * score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
- score_multiplier++;
- return;
-
- } else if (kind == BAD_LAPTOP) {
- if (mode == NORMAL || mode == KICK)
+ } else if (kind == BAD_MRICEBLOCK) {
+ if (mode == NORMAL || mode == KICK)
{
- /* Flatten! */
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
- mode = FLAT;
- base.xm = 4;
+ /* Flatten! */
+ SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
+ mode = FLAT;
+ set_action("flat-left", "flat-right");
+ physic.set_velocity_x(0);
- timer_start(&timer, 4000);
+ timer.start(4000);
} else if (mode == FLAT) {
- /* Kick! */
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ /* Kick! */
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
+
+ if (player->base.x < base.x + (base.width/2)) {
+ physic.set_velocity_x(5);
+ dir = RIGHT;
+ } else {
+ physic.set_velocity_x(-5);
+ dir = LEFT;
+ }
- if (player->base.x < base.x + (base.width/2))
- dir = RIGHT;
- else
- dir = LEFT;
+ mode = KICK;
+ player->kick_timer.start(KICKING_TIME);
+ set_action("flat-left", "flat-right");
+ }
- base.xm = 5;
- mode = KICK;
+ player->bounce(this);
- timer_start(&timer,5000);
- }
+ player_status.score_multiplier++;
- make_player_jump(player);
-
- add_score(base.x - scroll_x,
- base.y,
- 25 * score_multiplier);
- score_multiplier++;
+ // check for maximum number of squishes
+ squishcount++;
+ if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
+ kill_me(50);
return;
+ }
+
+ return;
+ } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
+ // fish can only be killed when falling down
+ if(physic.get_velocity_y() >= 0)
+ return;
+
+ player->bounce(this);
+
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+
+ player_status.score_multiplier++;
+
+ // simply remove the fish...
+ remove_me();
+ return;
+ } else if(kind == BAD_BOUNCINGSNOWBALL) {
+ squish_me(player);
+ set_action("squished", "squished");
+ return;
+ } else if(kind == BAD_FLYINGSNOWBALL) {
+ squish_me(player);
+ set_action("squished-left", "squished-right");
+ return;
+ } else if(kind == BAD_SNOWBALL) {
+ squish_me(player);
+ set_action("squished-left", "squished-right");
+ return;
+ } else if(kind == BAD_WINGLING) {
+ squish_me(player);
+ set_action("left", "right");
+ } else if(kind == BAD_WALKINGTREE) {
+ if (mode == BGM_BIG)
+ {
+ set_action("left-small", "left-small");
+ physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
+
+ /* Move to the player's direction */
+ if(dir != Sector::current()->player->dir)
+ physic.set_velocity_x(-physic.get_velocity_x());
+ dir = Sector::current()->player->dir;
+
+ // XXX magic number: 66 is BGM_BIG height
+
+ player->bounce(this);
+ base.y += 66 - base.height;
+
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+ player_status.score_multiplier++;
+
+ mode = BGM_SMALL;
+ }
+ else
+ squish_me(player);
+ }
+}
+
+void
+BadGuy::kill_me(int score)
+{
+ if(kind == BAD_BOMB)
+ return;
+
+ if(mode != HELD)
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+
+ dying = DYING_FALLING;
+ if(kind == BAD_MRICEBLOCK) {
+ set_action("falling-left", "falling-right");
+ if(mode == HELD) {
+ mode = NORMAL;
+ Player& tux = *Sector::current()->player;
+ tux.holding_something = false;
+ }
}
+
+ physic.enable_gravity(true);
+
+ /* Gain some points: */
+ if (score != 0)
+ Sector::current()->add_score(Vector(base.x, base.y),
+ score * player_status.score_multiplier);
+
+ /* Play death sound: */
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
+}
+
+void
+BadGuy::explode(bool right_way)
+{
+ BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ if(right_way)
+ {
+ badguy->timer.start(0);
+ badguy->mode = BOMB_TICKING;
+ badguy->dir = dir;
+ }
+
+ remove_me();
+}
+
+void
+BadGuy::collision(const MovingObject&, int)
+{
+ // later
}
void
BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
{
BadGuy* pbad_c = NULL;
+ Bullet* pbullet_c = NULL;
if(type == COLLISION_BUMP) {
bump();
return;
}
- if(type == COLLISION_SQUICH) {
+
+ if(type == COLLISION_SQUISH) {
Player* player = static_cast<Player*>(p_c_object);
- squich(player);
+ squish(player);
return;
}
+ /* COLLISION_NORMAL */
switch (c_object)
{
case CO_BULLET:
- if(kind == BAD_BOMB || kind == BAD_STALACTITE)
- return;
+ pbullet_c = (Bullet*) p_c_object;
- dying = DYING_FALLING;
- base.ym = -8;
-
- /* Gain some points: */
- if (kind == BAD_BSOD)
- add_score(base.x - scroll_x, base.y,
- 50 * score_multiplier);
- else if (kind == BAD_LAPTOP)
- add_score(base.x - scroll_x, base.y,
- 25 * score_multiplier);
- else if (kind == BAD_MONEY)
- add_score(base.x - scroll_x, base.y,
- 50 * score_multiplier);
-
- /* Play death sound: */
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ if(pbullet_c->kind == FIRE_BULLET)
+ {
+ if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
+ && kind != BAD_FLAMEFISH)
+ kill_me(10);
+ }
+ else if(pbullet_c->kind == ICE_BULLET)
+ {
+ if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
+ kill_me(10);
+ else
+ frozen_timer.start(FROZEN_TIME);
+ }
break;
case CO_BADGUY:
pbad_c = (BadGuy*) p_c_object;
- if (mode == NORMAL)
+
+
+ /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
+ if(kind == BAD_MRICEBLOCK && mode == KICK &&
+ kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
+ {
+ pbad_c->kill_me(25);
+ }
+
+ // a held mriceblock kills the enemy too but falls to ground then
+ else if(kind == BAD_MRICEBLOCK && mode == HELD)
+ {
+ pbad_c->kill_me(25);
+ kill_me(0);
+ }
+
+ /* Kill badguys that run into exploding bomb */
+ else if (kind == BAD_BOMB && dying == DYING_NOT)
{
- /* do nothing */
+ if (pbad_c->kind == BAD_MRBOMB)
+ {
+ // mrbomb transforms into a bomb now
+ pbad_c->explode(true);
+ return;
+ }
+ else
+ {
+ pbad_c->kill_me(50);
+ }
}
- else if(mode == KICK)
+
+ /* Kill any badguys that get hit by stalactite */
+ else if (kind == BAD_STALACTITE && dying == DYING_NOT)
+ {
+ if (pbad_c->kind == BAD_MRBOMB)
{
- /* We're in kick mode, kill the other guy
- and yourself(wuahaha) : */
-
- pbad_c->dying = DYING_FALLING;
- pbad_c->base.ym = -8;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
-
- add_score(base.x - scroll_x,
- base.y, 100);
- pbad_c->dying = DYING_FALLING;
-
- dying = DYING_FALLING;
- base.ym = -8;
-
- add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y, 100);
+ // mrbomb transforms into a bomb now
+ pbad_c->explode(false);
+ return;
}
+ else
+ pbad_c->kill_me(50);
+ }
+
+ /* When enemies run into eachother, make them change directions */
+ else
+ {
+ // Wingling doesn't interact with other badguys
+ if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
+ break;
+
+ // Jumpy, fish, flame, stalactites, wingling are exceptions
+ if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
+ || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
+ || pbad_c->kind == BAD_FLAMEFISH)
+ break;
+
+ // Bounce off of other badguy if we land on top of him
+ if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
+ {
+ if (pbad_c->dir == LEFT)
+ {
+ dir = RIGHT;
+ physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
+ }
+ else if (pbad_c->dir == RIGHT)
+ {
+ dir = LEFT;
+ physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
+ }
+
+ break;
+ }
+ else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
+ break;
+
+ if (pbad_c->kind != BAD_FLAME)
+ {
+ if (dir == LEFT)
+ {
+ dir = RIGHT;
+ physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+
+ // Put bad guys a part (or they get jammed)
+ // only needed to do to one of them
+ if (physic.get_velocity_x() != 0)
+ base.x = pbad_c->base.x + pbad_c->base.width + 1;
+ }
+ else if (dir == RIGHT)
+ {
+ dir = LEFT;
+ physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+ }
+
+ }
+ }
+
break;
+
+ case CO_PLAYER:
+ Player* player = static_cast<Player*>(p_c_object);
+ /* Get kicked if were flat */
+ if (mode == FLAT && !dying)
+ {
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
+
+ // Hit from left side
+ if (player->base.x < base.x) {
+ physic.set_velocity_x(5);
+ dir = RIGHT;
+ }
+ // Hit from right side
+ else {
+ physic.set_velocity_x(-5);
+ dir = LEFT;
+ }
+
+ mode = KICK;
+ player->kick_timer.start(KICKING_TIME);
+ set_action("flat-left", "flat-right");
+ }
+ break;
+
}
}