Made statistics to keep track of also: bad guys squished, shots, time needed and...
[supertux.git] / src / badguy.cpp
index 4f8175e..ac0e59b 100644 (file)
 //  02111-1307, USA.
 
 #include <iostream>
-#include <math.h>
+#include <cmath>
 
-#include "globals.h"
+#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"
-#include "world.h"
 #include "tile.h"
 #include "resources.h"
-#include "sprite_manager.h"
-#include "gameloop.h"
-#include "display_manager.h"
-#include "lispwriter.h"
 #include "camera.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "statistics.h"
 
 Sprite* img_mriceblock_flat_left;
 Sprite* img_mriceblock_flat_right;
@@ -61,6 +60,8 @@ Sprite* img_fish;
 Sprite* img_fish_down;
 Sprite* img_fish_iced;
 Sprite* img_fish_iced_down;
+Sprite* img_flamefish;
+Sprite* img_flamefish_down;
 Sprite* img_bouncingsnowball_left;
 Sprite* img_bouncingsnowball_right;
 Sprite* img_bouncingsnowball_squished;
@@ -75,6 +76,8 @@ Sprite* img_snowball_right;
 Sprite* img_snowball_squished_left;
 Sprite* img_snowball_squished_right;
 Sprite* img_wingling_left;
+Sprite* img_walkingtree_left;
+Sprite* img_walkingtree_left_small;
 
 #define BADGUY_WALK_SPEED .8f
 #define WINGLING_FLY_SPEED 1.6f
@@ -93,6 +96,8 @@ BadGuyKind  badguykind_from_string(const std::string& str)
     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")
@@ -103,10 +108,11 @@ BadGuyKind  badguykind_from_string(const std::string& str)
     return BAD_SNOWBALL;
   else if (str == "wingling")
     return BAD_WINGLING;
+  else if (str == "walkingtree")
+    return BAD_WALKINGTREE;
   else
     {
-      printf("Couldn't convert badguy: '%s'\n", str.c_str());
-      return BAD_SNOWBALL;
+      return BAD_INVALID;
     }
 }
 
@@ -132,6 +138,9 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_FISH:
       return "fish";
       break;
+    case BAD_FLAMEFISH:
+      return "flamefish";
+      break;
     case BAD_BOUNCINGSNOWBALL:
       return "bouncingsnowball";
       break;
@@ -147,33 +156,30 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_WINGLING:
       return "wingling";
       break;
+    case BAD_WALKINGTREE:
+      return "walkingtree";
     default:
       return "snowball";
     }
 }
 
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
-    LispReader& lispreader)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
   : removable(false), squishcount(0)
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS);
-
-  lispreader.read_float("x", &start_position.x);
-  lispreader.read_float("y", &start_position.y);
+  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);  
+  lispreader.read_bool("stay-on-platform", stay_on_platform);
 
   init();
 }
 
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
-    float x, float y)
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+  : removable(false), squishcount(0)
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS);
-
   start_position.x = x;
   start_position.y = y;
   stay_on_platform = false;
@@ -201,13 +207,15 @@ BadGuy::init()
   dir      = LEFT;
   seen     = false;
   animation_offset = 0;
+  target.x = target.y = -1;
   sprite_left = sprite_right = 0;
   physic.reset();
   frozen_timer.init(true);
   timer.init(true);
 
   // if we're in a solid tile at start correct that now
-  if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) 
+  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;
@@ -215,9 +223,20 @@ BadGuy::init()
         --base.y;
     }
 
-  // just activate the badguy, since he might be on screen already. If not he
-  // gets deactivated anyway
-  activate(LEFT);
+  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
@@ -237,6 +256,7 @@ BadGuy::activate(Direction activation_dir)
 {
   mode     = NORMAL;
   animation_offset = 0;
+  target.x = target.y = -1;
   physic.reset();
   frozen_timer.init(true);
   timer.init(true);
@@ -269,6 +289,9 @@ BadGuy::activate(Direction activation_dir)
   } else if(kind == BAD_FISH) {
     set_sprite(img_fish, img_fish);
     physic.enable_gravity(true);
+  } else if(kind == BAD_FLAMEFISH) {
+    set_sprite(img_flamefish, img_flamefish);
+    physic.enable_gravity(true);
   } else if(kind == BAD_FLYINGSNOWBALL) {
     set_sprite(img_flyingsnowball, img_flyingsnowball);
     physic.enable_gravity(false);
@@ -282,6 +305,13 @@ BadGuy::activate(Direction activation_dir)
     physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
     physic.enable_gravity(false);
     set_sprite(img_wingling_left, img_wingling_left);
+  } else if (kind == BAD_WALKINGTREE) {
+    // TODO: why isn't the height/width being set properly in set_sprite?
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+    mode = BGM_BIG;
+    set_sprite(img_walkingtree_left, img_walkingtree_left);
+    base.width = 66;
+    base.height = 66;
   }
 
   base.x = start_position.x;
@@ -293,7 +323,7 @@ BadGuy::activate(Direction activation_dir)
 void
 BadGuy::action_mriceblock(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   if(mode != HELD)
     fall();
@@ -302,7 +332,7 @@ BadGuy::action_mriceblock(double elapsed_time)
   if (mode != HELD)
     {
       // move
-      physic.apply(elapsed_time, base.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);
     }
@@ -310,16 +340,23 @@ BadGuy::action_mriceblock(double elapsed_time)
     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
       /* If we're holding the iceblock */
       dir = tux.dir;
-      if(dir==RIGHT)
+      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))
         {
           base.x = tux.base.x;
@@ -329,16 +366,16 @@ BadGuy::action_mriceblock(double elapsed_time)
       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;
           tux.kick_timer.start(KICKING_TIME);
           set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
           physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
-          play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+          SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
         }
     }
 
@@ -348,15 +385,7 @@ BadGuy::action_mriceblock(double elapsed_time)
       check_horizontal_bump();
       if(mode == KICK && changed != dir)
         {
-          float scroll_x = World::current()->camera->get_translation().x;
-          
-          /* handle stereo sound (number 10 should be tweaked...)*/
-          if (base.x < scroll_x + screen->w/2 - 10)
-            play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
-          else if (base.x > scroll_x + screen->w/2 + 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());
         }
     }
 
@@ -376,19 +405,27 @@ void
 BadGuy::check_horizontal_bump(bool checkcliff)
 {
     float halfheight = base.height / 2;
-    if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
+    if (dir == LEFT && issolid( base.x, base.y + halfheight))
     {
         if (kind == BAD_MRICEBLOCK && mode == KICK)
-            World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+            {
+            Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
+            Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
+            }
             
         dir = RIGHT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
         return;
     }
-    if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
+    if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
     {
         if (kind == BAD_MRICEBLOCK && mode == KICK)
-            World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+            {
+            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;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@ -482,7 +519,7 @@ BadGuy::action_jumpy(double elapsed_time)
   else
     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
 
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   static const float JUMPV = 6;
     
@@ -507,7 +544,7 @@ BadGuy::action_jumpy(double elapsed_time)
     dir = LEFT;
 
   // move
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(dying == DYING_NOT)
     collision_swept_object_map(&old_base, &base);
 }
@@ -526,7 +563,7 @@ BadGuy::action_mrbomb(double elapsed_time)
 
   fall();
 
-  physic.apply(elapsed_time, base.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); 
 }
@@ -549,16 +586,7 @@ BadGuy::action_bomb(double elapsed_time)
       dying = DYING_NOT; // now the bomb hurts
       timer.start(EXPLODETIME);
 
-      float scroll_x = World::current()->camera->get_translation().x;                 
-
-      /* play explosion sound */  // FIXME: is the stereo all right? maybe we should use player cordinates...
-      if (base.x < scroll_x + screen->w/2 - 10)
-        play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
-      else if (base.x > scroll_x + screen->w/2 + 10)
-        play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
-      else
-        play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
-
+      SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
     } else if(mode == BOMB_EXPLODE) {
       remove_me();
       return;
@@ -566,14 +594,14 @@ BadGuy::action_bomb(double elapsed_time)
   }
 
   // move
-  physic.apply(elapsed_time, base.x, base.y);                 
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);                 
   collision_swept_object_map(&old_base,&base);
 }
 
 void
 BadGuy::action_stalactite(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   static const int SHAKETIME = 800;
   static const int RANGE = 40;
@@ -582,7 +610,8 @@ BadGuy::action_stalactite(double elapsed_time)
     // 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.base.y + tux.base.height > base.y
+            && tux.dying == DYING_NOT) {
       timer.start(SHAKETIME);
       mode = STALACTITE_SHAKING;
     }
@@ -606,7 +635,7 @@ BadGuy::action_stalactite(double elapsed_time)
   }
 
   // move
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
   if(dying == DYING_SQUISHED && !timer.check())
     remove_me();
@@ -640,8 +669,10 @@ BadGuy::action_fish(double elapsed_time)
   static const int WAITTIME = 1000;
     
   // go in wait mode when back in water
-  if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
-        && physic.get_velocity_y() <= 0 && mode == NORMAL)
+  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)
     {
       mode = FISH_WAIT;
       set_sprite(0, 0);
@@ -652,18 +683,26 @@ BadGuy::action_fish(double elapsed_time)
   else if(mode == FISH_WAIT && !timer.check())
     {
       // jump again
-      set_sprite(img_fish, img_fish);
+      if(kind == BAD_FISH)
+        set_sprite(img_fish, img_fish);
+      else // BAD_FLAMEFISH
+        set_sprite(img_flamefish, img_flamefish);
       mode = NORMAL;
       physic.set_velocity(0, JUMPV);
       physic.enable_gravity(true);
     }
 
-  physic.apply(elapsed_time, base.x, base.y);
+  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_sprite(img_fish_down, img_fish_down);
+    {
+      if(kind == BAD_FISH)
+        set_sprite(img_fish_down, img_fish_down);
+      else // BAD_FLAMEFISH
+        set_sprite(img_flamefish_down, img_flamefish_down);
+    }
 }
 
 void
@@ -687,7 +726,7 @@ BadGuy::action_bouncingsnowball(double elapsed_time)
   // check for right/left collisions
   check_horizontal_bump();
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(dying == DYING_NOT)
     collision_swept_object_map(&old_base, &base);
 
@@ -723,7 +762,7 @@ BadGuy::action_flyingsnowball(double elapsed_time)
   if(dying != DYING_NOT)
     physic.enable_gravity(true);
 
-  physic.apply(elapsed_time, base.x, base.y);
+  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);
 
@@ -754,7 +793,7 @@ BadGuy::action_spiky(double elapsed_time)
   }
 #endif
 
-  physic.apply(elapsed_time, base.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);   
 }
@@ -767,7 +806,7 @@ BadGuy::action_snowball(double elapsed_time)
 
   fall();
 
-  physic.apply(elapsed_time, base.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);
 
@@ -783,31 +822,57 @@ BadGuy::action_wingling(double elapsed_time)
     physic.enable_gravity(true);
   else
   {
-    Player& tux = *World::current()->get_tux();
+    Player& tux = *Sector::current()->player;
+    int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
 
-    if (fabsf(tux.base.x - base.x) < 200 && base.y < tux.base.y && tux.dying == DYING_NOT)
-      physic.set_velocity(-2.0f, -2.0f);
-    else
-      physic.set_velocity(-WINGLING_FLY_SPEED, 0);
+    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);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
 
   // Handle dying timer:
   if (dying == DYING_SQUISHED && !timer.check())
-    remove_me();                                  
+    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);
+
+  // Handle dying timer:
+  if (dying == DYING_SQUISHED && !timer.check())
+    remove_me();
+}
 
 void
 BadGuy::action(float elapsed_time)
 {
-  float scroll_x = World::current()->camera->get_translation().x;
-  float scroll_y = World::current()->camera->get_translation().y;
+  float scroll_x = Sector::current()->camera->get_translation().x;
+  float scroll_y = Sector::current()->camera->get_translation().y;
   
   // BadGuy fall below the ground
-  if (base.y > World::current()->get_level()->height * 32) {
+  if (base.y > Sector::current()->solids->get_height() * 32) {
     remove_me();
     return;
   }
@@ -841,10 +906,10 @@ BadGuy::action(float elapsed_time)
         start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
       activate(LEFT);
   } else {
-    if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE
-      || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE
-      || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE
-      || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) {
+    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();
@@ -881,6 +946,7 @@ BadGuy::action(float elapsed_time)
       break;
 
     case BAD_FISH:
+    case BAD_FLAMEFISH:
       action_fish(elapsed_time);
       break;
 
@@ -904,31 +970,30 @@ BadGuy::action(float elapsed_time)
       action_wingling(elapsed_time);
       break;
 
+    case BAD_WALKINGTREE:
+      action_walkingtree(elapsed_time);
+      break;
+
     default:
       break;
     }
 }
 
 void
-BadGuy::draw(Camera& viewport, int)
+BadGuy::draw(DrawingContext& context)
 {
-  float scroll_x = viewport.get_translation().x;
-  float scroll_y = viewport.get_translation().y;
-
-  // Don't try to draw stuff that is outside of the screen
-  if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
+  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+  if(sprite == 0)
     return;
-  
-  if(sprite_left == 0 || sprite_right == 0)
-    {
-      return;
-    }
 
-  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
-  sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
+  if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+    sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
+  else
+    sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
 
-  if (debug_mode)
-    fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+  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
@@ -970,7 +1035,7 @@ BadGuy::bump()
 {
   // these can't be bumped
   if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
-      || kind == BAD_FLYINGSNOWBALL)
+      || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
     return;
 
   physic.set_velocity_y(3);
@@ -978,20 +1043,14 @@ BadGuy::bump()
 }
 
 void
-BadGuy::make_player_jump(Player* player)
-{
-  player->physic.set_velocity_y(2);
-  player->base.y = base.y - player->base.height - 2;
-}
-
-void
 BadGuy::squish_me(Player* player)
 {
-  make_player_jump(player);
+  player->bounce(this);
     
-  World::current()->add_score(Vector(base.x, base.y),
-                              50 * player_status.score_multiplier);
-  play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+  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;
@@ -1006,12 +1065,14 @@ BadGuy::squish(Player* player)
     
   if(kind == BAD_MRBOMB) {
     // mrbomb transforms into a bomb now
-    explode();
+    explode(false);
     
-    make_player_jump(player);
-    World::current()->add_score(Vector(base.x, base.y),
-                                50 * player_status.score_multiplier);
-    play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+    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());
+
+    global_stats.add_points(BADGUYS_SQUISHED_STAT, 1);
     player_status.score_multiplier++;
     return;
 
@@ -1019,7 +1080,7 @@ BadGuy::squish(Player* player)
     if (mode == NORMAL || mode == KICK)
       {
         /* Flatten! */
-        play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
         mode = FLAT;
         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
         physic.set_velocity_x(0);
@@ -1027,7 +1088,7 @@ BadGuy::squish(Player* player)
         timer.start(4000);
       } else if (mode == FLAT) {
         /* Kick! */
-        play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+        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);
@@ -1042,7 +1103,7 @@ BadGuy::squish(Player* player)
         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
       }
 
-    make_player_jump(player);
+    player->bounce(this);
 
     player_status.score_multiplier++;
 
@@ -1054,15 +1115,17 @@ BadGuy::squish(Player* player)
     }
     
     return;
-  } else if(kind == BAD_FISH) {
+  } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
     // fish can only be killed when falling down
     if(physic.get_velocity_y() >= 0)
       return;
       
-    make_player_jump(player);
+    player->bounce(this);
              
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 25 * player_status.score_multiplier);
+
+    global_stats.add_points(BADGUYS_SQUISHED_STAT, 1);
     player_status.score_multiplier++;
      
     // simply remove the fish...
@@ -1083,9 +1146,32 @@ BadGuy::squish(Player* player)
   } else if(kind == BAD_WINGLING) {
     squish_me(player);
     set_sprite(img_wingling_left, img_wingling_left);
+  } else if(kind == BAD_WALKINGTREE) {
+    if (mode == BGM_BIG)
+    {
+      set_sprite(img_walkingtree_left_small, img_walkingtree_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;
+
+      global_stats.add_points(BADGUYS_SQUISHED_STAT, 1);
+      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
@@ -1099,7 +1185,7 @@ BadGuy::kill_me(int score)
     set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
     if(mode == HELD) {
       mode = NORMAL;
-      Player& tux = *World::current()->get_tux();  
+      Player& tux = *Sector::current()->player;
       tux.holding_something = false;
     }
   }
@@ -1108,17 +1194,23 @@ BadGuy::kill_me(int score)
 
   /* Gain some points: */
   if (score != 0)
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 score * player_status.score_multiplier);
 
   /* Play death sound: */
-  play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+  SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
 }
 
 void
-BadGuy::explode()
+BadGuy::explode(bool right_way)
 {
-  World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  if(right_way)
+    {
+    badguy->timer.start(0);
+    badguy->mode = BOMB_TICKING;
+    }
+
   remove_me();
 }
 
@@ -1153,14 +1245,15 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
 
       if(pbullet_c->kind == FIRE_BULLET)
         {
-        if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
+        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)
-        //  kill_me(10);
-        //else
+        if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
+          kill_me(10);
+        else
           frozen_timer.start(FROZEN_TIME);
         }
       break;
@@ -1189,10 +1282,10 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          pbad_c->explode();
+          pbad_c->explode(true);
           return;
         }
-        else if (pbad_c->kind != BAD_MRBOMB)
+        else
         {
           pbad_c->kill_me(50);
         }
@@ -1204,7 +1297,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          pbad_c->explode();
+          pbad_c->explode(false);
           return;
         }
         else
@@ -1220,7 +1313,8 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
 
         // 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_STALACTITE || pbad_c->kind == BAD_FISH
+            || pbad_c->kind == BAD_FLAMEFISH)
           break;
 
         // Bounce off of other badguy if we land on top of him
@@ -1249,9 +1343,10 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
               dir = RIGHT;
               physic.set_velocity_x(fabsf(physic.get_velocity_x()));
 
-              // in case badguys get "jammed"
+              // 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;
+                base.x = pbad_c->base.x + pbad_c->base.width + 1;
             }
             else if (dir == RIGHT)
             {
@@ -1269,7 +1364,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
       /* Get kicked if were flat */
       if (mode == FLAT && !dying)
       {
-        play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
 
         // Hit from left side
         if (player->base.x < base.x) {
@@ -1320,6 +1415,8 @@ void load_badguy_gfx()
   img_fish_down = sprite_manager->load("fish-down");
   img_fish_iced = sprite_manager->load("fish-iced");
   img_fish_iced_down = sprite_manager->load("fish-iced-down");
+  img_flamefish = sprite_manager->load("flamefish");
+  img_flamefish_down = sprite_manager->load("flamefish-down");
   img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
   img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
   img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
@@ -1334,6 +1431,8 @@ void load_badguy_gfx()
   img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
   img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
   img_wingling_left = sprite_manager->load("wingling-left");
+  img_walkingtree_left = sprite_manager->load("walkingtree-left");
+  img_walkingtree_left_small = sprite_manager->load("walkingtree-left-small");
 }
 
 void free_badguy_gfx()