+// $Id$
+//
+// 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
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+// 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.
//
+// 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 <math.h>
#include "globals.h"
#include "defines.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];
-
-bitmask *bm_bsod;
-
-void badguy_create_bitmasks()
-{
- /*bm_bsod = img_bsod_left[0];*/
-}
-
-void badguy_init(bad_guy_type* pbad, float x, float y, BadGuyKind kind)
-{
- pbad->base.width = 32;
- pbad->base.height = 32;
- pbad->mode = NORMAL;
- pbad->dying = DYING_NOT;
- pbad->kind = kind;
- pbad->base.x = x;
- pbad->base.y = y;
- pbad->base.xm = 1.3;
- pbad->base.ym = 4.8;
- pbad->old_base = pbad->base;
- pbad->dir = LEFT;
- pbad->seen = false;
- timer_init(&pbad->timer, true);
- physic_init(&pbad->physic);
-}
-
-void badguy_action_bsod(bad_guy_type* pbad)
+#include "world.h"
+#include "tile.h"
+#include "resources.h"
+#include "sprite_manager.h"
+#include "gameloop.h"
+
+Sprite* img_mriceblock_flat_left;
+Sprite* img_mriceblock_flat_right;
+Sprite* img_mriceblock_falling_left;
+Sprite* img_mriceblock_falling_right;
+Sprite* img_mriceblock_left;
+Sprite* img_mriceblock_right;
+Sprite* img_jumpy_left_up;
+Sprite* img_jumpy_left_down;
+Sprite* img_jumpy_left_middle;
+Sprite* img_jumpy_left_iced;
+Sprite* img_mrbomb_left;
+Sprite* img_mrbomb_right;
+Sprite* img_mrbomb_iced_left;
+Sprite* img_mrbomb_iced_right;
+Sprite* img_mrbomb_ticking_left;
+Sprite* img_mrbomb_ticking_right;
+Sprite* img_mrbomb_explosion;
+Sprite* img_stalactite;
+Sprite* img_stalactite_broken;
+Sprite* img_flame;
+Sprite* img_fish;
+Sprite* img_fish_down;
+Sprite* img_fish_iced;
+Sprite* img_fish_iced_down;
+Sprite* img_bouncingsnowball_left;
+Sprite* img_bouncingsnowball_right;
+Sprite* img_bouncingsnowball_squished;
+Sprite* img_flyingsnowball;
+Sprite* img_flyingsnowball_squished;
+Sprite* img_spiky_left;
+Sprite* img_spiky_right;
+Sprite* img_spiky_iced_left;
+Sprite* img_spiky_iced_right;
+Sprite* img_snowball_left;
+Sprite* img_snowball_right;
+Sprite* img_snowball_squished_left;
+Sprite* img_snowball_squished_right;
+
+#define BADGUY_WALK_SPEED .8f
+
+BadGuyKind badguykind_from_string(const std::string& str)
{
- /* --- BLUE SCREEN OF DEATH MONSTER: --- */
-
- /* Move left/right: */
- if (pbad->dying == DYING_NOT ||
- pbad->dying == DYING_FALLING)
+ if (str == "money" || str == "jumpy") // was money in old maps
+ return BAD_JUMPY;
+ else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
+ 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 == "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 old maps
+ return BAD_SNOWBALL;
+ else
{
- if (pbad->dir == RIGHT)
- pbad->base.x = pbad->base.x + pbad->base.xm * frame_ratio;
- else if (pbad->dir == LEFT)
- pbad->base.x = pbad->base.x - pbad->base.xm * frame_ratio;
+ printf("Couldn't convert badguy: '%s'\n", str.c_str());
+ return BAD_SNOWBALL;
}
+}
-
- /* Move vertically: */
-
- pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio;
-
- if (pbad->dying != DYING_FALLING)
- collision_swept_object_map(&pbad->old_base,&pbad->base);
- if (pbad->base.y > screen->h)
- bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
-
- /* Bump into things horizontally: */
-
- if (!pbad->dying)
+std::string badguykind_to_string(BadGuyKind kind)
+{
+ switch(kind)
{
- if (issolid( pbad->base.x, (int) pbad->base.y + 16))
- {
- pbad->dir = RIGHT;
- }
- else if (issolid( pbad->base.x + pbad->base.width, (int) pbad->base.y + 16))
- {
- pbad->dir = LEFT;
- }
+ case BAD_JUMPY:
+ return "jumpy";
+ break;
+ case BAD_MRICEBLOCK:
+ return "mriceblock";
+ break;
+ case BAD_MRBOMB:
+ return "mrbomb";
+ break;
+ case BAD_STALACTITE:
+ return "stalactite";
+ break;
+ case BAD_FLAME:
+ return "flame";
+ break;
+ case BAD_FISH:
+ return "fish";
+ 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;
+ default:
+ return "snowball";
}
+}
- /* Fall if we get off the ground: */
-
- if (pbad->dying != DYING_FALLING)
- {
- if (!issolid(pbad->base.x+16, pbad->base.y + 32))
- {
- if(!physic_is_set(&pbad->physic))
- {
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,2.);
- }
-
- pbad->base.ym = physic_get_velocity(&pbad->physic);
- }
- else
- {
- /* Land: */
-
- if (pbad->base.ym > 0)
- {
- pbad->base.y = (int)(pbad->base.y / 32) * 32;
- pbad->base.ym = 0;
- }
- physic_init(&pbad->physic);
- }
- }
- else
+BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
+ : removable(false), squishcount(0)
+{
+ base.x = x;
+ base.y = y;
+ base.width = 0;
+ base.height = 0;
+ base.xm = 0;
+ base.ym = 0;
+
+ stay_on_platform = stay_on_platform_;
+ mode = NORMAL;
+ dying = DYING_NOT;
+ kind = kind_;
+ old_base = base;
+ dir = LEFT;
+ seen = false;
+ frozen_timer.init(true);
+ animation_offset = 0;
+ sprite_left = sprite_right = 0;
+ physic.reset();
+ timer.init(true);
+
+ if(kind == BAD_MRBOMB) {
+ physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ set_sprite(img_mrbomb_left, img_mrbomb_right);
+ } else if (kind == BAD_MRICEBLOCK) {
+ physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ set_sprite(img_mriceblock_left, img_mriceblock_right);
+ } else if(kind == BAD_JUMPY) {
+ set_sprite(img_jumpy_left_up, img_jumpy_left_up);
+ } else if(kind == BAD_BOMB) {
+ set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
+ // hack so that the bomb doesn't hurt until it expldes...
+ dying = DYING_SQUISHED;
+ } else if(kind == BAD_FLAME) {
+ base.ym = 0; // we misuse base.ym as angle for the flame
+ physic.enable_gravity(false);
+ set_sprite(img_flame, img_flame);
+ } else if(kind == BAD_BOUNCINGSNOWBALL) {
+ physic.set_velocity(-1.3, 0);
+ set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
+ } else if(kind == BAD_STALACTITE) {
+ physic.enable_gravity(false);
+ set_sprite(img_stalactite, img_stalactite);
+ } else if(kind == BAD_FISH) {
+ set_sprite(img_fish, img_fish);
+ physic.enable_gravity(true);
+ } else if(kind == BAD_FLYINGSNOWBALL) {
+ set_sprite(img_flyingsnowball, img_flyingsnowball);
+ physic.enable_gravity(false);
+ } else if(kind == BAD_SPIKY) {
+ physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ set_sprite(img_spiky_left, img_spiky_right);
+ } else if(kind == BAD_SNOWBALL) {
+ physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ set_sprite(img_snowball_left, img_snowball_right);
+ }
+
+ // if we're in a solid tile at start correct that now
+ if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
{
- if(!physic_is_set(&pbad->physic))
- {
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,2.);
- }
- pbad->base.ym = physic_get_velocity(&pbad->physic);
+ 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 (pbad->base.y > screen->h)
- bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
}
-void badguy_action_laptop(bad_guy_type* pbad)
+void
+BadGuy::action_mriceblock(double frame_ratio)
{
- /* --- LAPTOP MONSTER: --- */
+ Player& tux = *World::current()->get_tux();
+ if(mode != HELD)
+ fall();
+
/* Move left/right: */
-
- if (pbad->mode == NORMAL || pbad->mode == KICK)
+ if (mode != HELD)
{
- if (pbad->dying == DYING_NOT ||
- pbad->dying == DYING_FALLING)
- {
- if (pbad->dir == RIGHT)
- pbad->base.x = pbad->base.x + pbad->base.xm * frame_ratio;
- else if (pbad->dir == LEFT)
- pbad->base.x = pbad->base.x - pbad->base.xm * frame_ratio;
- }
+ // move
+ physic.apply(frame_ratio, base.x, base.y);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
}
- else if (pbad->mode == HELD)
+ else if (mode == HELD)
{ /* FIXME: The pbad object shouldn't know about pplayer objects. */
- /* If we're holding the laptop */
- pbad->dir=tux.dir;
- if(pbad->dir==RIGHT)
+ /* If we're holding the iceblock */
+ dir = tux.dir;
+ if(dir==RIGHT)
{
- pbad->base.x = tux.base.x + 16;
- pbad->base.y = tux.base.y + tux.base.height/1.5 - pbad->base.height;
+ base.x = tux.base.x + 16;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
else /* facing left */
{
- pbad->base.x = tux.base.x - 16;
- pbad->base.y = tux.base.y + tux.base.height/1.5 - pbad->base.height;
+ base.x = tux.base.x - 16;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
- if(collision_object_map(&pbad->base))
+ if(collision_object_map(base))
{
- pbad->base.x = tux.base.x;
- pbad->base.y = tux.base.y + tux.base.height/1.5 - pbad->base.height;
+ base.x = tux.base.x;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
if(tux.input.fire != DOWN) /* SHOOT! */
{
- if(pbad->dir == LEFT)
- pbad->base.x -= 24;
+ if(dir == LEFT)
+ base.x -= 24;
else
- pbad->base.x += 24;
+ base.x += 24;
+ old_base = base;
- pbad->mode=KICK;
- pbad->base.xm = 8;
- pbad->base.ym = 8;
+ 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);
}
}
-
- /* Move vertically: */
-
- if(pbad->mode != HELD)
- pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio;
-
- if (pbad->dying != DYING_FALLING)
- collision_swept_object_map(&pbad->old_base,&pbad->base);
- if (pbad->base.y > screen->h)
- bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
- /* Bump into things horizontally: */
-
- /* Bump into things horizontally: */
-
- if (!pbad->dying)
+ if (!dying)
{
- int changed = pbad->dir;
- if (issolid( pbad->base.x, (int) pbad->base.y + 16))
+ int changed = dir;
+ check_horizontal_bump();
+ if(mode == KICK && changed != dir)
{
- pbad->dir = RIGHT;
- }
- else if (issolid( pbad->base.x + pbad->base.width, (int) pbad->base.y + 16))
- {
- pbad->dir = LEFT;
- }
- if(pbad->mode == KICK && changed != pbad->dir)
- {
- /* handle stereo sound */
- /* FIXME: In theory a badguy object doesn't know anything about player objects */
- if (tux.base.x > pbad->base.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 (tux.base.x < pbad->base.x)
+ 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);
}
+ }
+ /* Handle mode timer: */
+ if (mode == FLAT)
+ {
+ if(!timer.check())
+ {
+ mode = NORMAL;
+ set_sprite(img_mriceblock_left, img_mriceblock_right);
+ physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
+ }
}
+}
+void
+BadGuy::check_horizontal_bump(bool checkcliff)
+{
+ float halfheight = base.height / 2;
+ if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
+ {
+ if (kind == BAD_MRICEBLOCK && mode == KICK)
+ World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+
+ 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 (kind == BAD_MRICEBLOCK && mode == KICK)
+ World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+
+ dir = LEFT;
+ physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
+ return;
+ }
- /* Fall if we get off the ground: */
+ // 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 + halfheight))
+ {
+ 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 + base.height + halfheight))
+ {
+ dir = LEFT;
+ physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
+ return;
+ }
+}
- if (pbad->dying != DYING_FALLING)
+void
+BadGuy::fall()
+{
+ /* Fall if we get off the ground: */
+ if (dying != DYING_FALLING)
{
- if (!issolid(pbad->base.x+16, pbad->base.y + 32))
+ if (!issolid(base.x+base.width/2, base.y + base.height))
{
- if(!physic_is_set(&pbad->physic))
- {
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,0.);
- }
-
- if(pbad->mode != HELD)
- {
- pbad->base.ym = physic_get_velocity(&pbad->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 (pbad->base.ym > 0)
+ if (stay_on_platform && mode == NORMAL)
{
- pbad->base.y = (int)(pbad->base.y / 32) * 32;
- pbad->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(&pbad->physic);
}
}
else
{
- if(!physic_is_set(&pbad->physic))
- {
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,0.);
- }
- pbad->base.ym = physic_get_velocity(&pbad->physic);
+ physic.enable_gravity(true);
}
}
-void badguy_action_money(bad_guy_type* pbad)
+void
+BadGuy::remove_me()
{
- /* --- MONEY BAGS: --- */
-
+ removable = true;
+}
- /* Move vertically: */
+void
+BadGuy::action_jumpy(double frame_ratio)
+{
+ if(frozen_timer.check())
+ {
+ set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
+ return;
+ }
- pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio;
+ const float vy = physic.get_velocity_y();
- if (pbad->dying != DYING_FALLING)
- collision_swept_object_map(&pbad->old_base,&pbad->base);
+ // XXX: These tests *should* use location from ground, not velocity
+ if (fabsf(vy) > 5.6f)
+ set_sprite(img_jumpy_left_down, img_jumpy_left_down);
+ else if (fabsf(vy) > 5.3f)
+ set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
+ else
+ set_sprite(img_jumpy_left_up, img_jumpy_left_up);
- if (pbad->base.y > screen->h)
- bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
+ Player& tux = *World::current()->get_tux();
- if(physic_get_state(&pbad->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(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,0.);
- }
+ physic.set_velocity_y(JUMPV);
+ physic.enable_gravity(true);
- if (pbad->dying != DYING_FALLING)
+ mode = JUMPY_JUMP;
+ }
+ else if(mode == JUMPY_JUMP)
{
- if(issolid(pbad->base.x, pbad->base.y + 32))
- {
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,6.);
- pbad->base.ym = physic_get_velocity(&pbad->physic);
- }
- else if(issolid(pbad->base.x, pbad->base.y))
- { /* This works, but isn't the best solution imagineable */
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,0.);
- pbad->base.ym = physic_get_velocity(&pbad->physic);
- ++pbad->base.y;
- }
- else
- {
- pbad->base.ym = physic_get_velocity(&pbad->physic);
- }
+ mode = NORMAL;
}
+
+ // set direction based on tux
+ if(tux.base.x > base.x)
+ dir = RIGHT;
else
- {
- if(!physic_is_set(&pbad->physic))
- {
- physic_set_state(&pbad->physic,PH_VT);
- physic_set_start_vy(&pbad->physic,0.);
- }
- pbad->base.ym = physic_get_velocity(&pbad->physic);
- }
+ dir = LEFT;
+
+ // move
+ physic.apply(frame_ratio, base.x, base.y);
+ if(dying == DYING_NOT)
+ collision_swept_object_map(&old_base, &base);
}
-void badguy_action(bad_guy_type* pbad)
-{
- if (pbad->seen)
+void
+BadGuy::action_mrbomb(double frame_ratio)
+{
+ if(frozen_timer.check())
{
- switch (pbad->kind)
- {
- case BAD_BSOD:
- badguy_action_bsod(pbad);
- break;
+ set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right);
+ return;
+ }
+
+ if (dying == DYING_NOT)
+ check_horizontal_bump(true);
+
+ fall();
+
+ physic.apply(frame_ratio, base.x, base.y);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
+}
+
+void
+BadGuy::action_bomb(double frame_ratio)
+{
+ static const int TICKINGTIME = 1000;
+ static const int EXPLODETIME = 1000;
- case BAD_LAPTOP:
- badguy_action_bsod(pbad);
- break;
-
- case BAD_MONEY:
- badguy_action_money(pbad);
- break;
- }
+ fall();
+
+ if(mode == NORMAL) {
+ mode = BOMB_TICKING;
+ timer.start(TICKINGTIME);
+ } else if(!timer.check()) {
+ if(mode == BOMB_TICKING) {
+ mode = BOMB_EXPLODE;
+ set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
+ dying = DYING_NOT; // now the bomb hurts
+ timer.start(EXPLODETIME);
+
+ /* 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);
+
+ } else if(mode == BOMB_EXPLODE) {
+ remove_me();
+ return;
}
+ }
- /* Handle mode timer: */
- if (pbad->mode == FLAT && pbad->mode != HELD)
- {
- if(!timer_check(&pbad->timer))
- {
- pbad->mode = NORMAL;
- pbad->base.xm = 4;
- }
+ // move
+ physic.apply(frame_ratio, base.x, base.y);
+ collision_swept_object_map(&old_base,&base);
+}
+
+void
+BadGuy::action_stalactite(double frame_ratio)
+{
+ Player& tux = *World::current()->get_tux();
+
+ static const int SHAKETIME = 800;
+ static const int RANGE = 40;
+
+ if(mode == NORMAL) {
+ // 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) {
+ timer.start(SHAKETIME);
+ mode = STALACTITE_SHAKING;
}
- else if (pbad->mode == KICK)
+ } if(mode == STALACTITE_SHAKING) {
+ base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
+ if(!timer.check()) {
+ mode = STALACTITE_FALL;
+ }
+ } else if(mode == STALACTITE_FALL) {
+ fall();
+ /* Destroy if we collides with land */
+ if(issolid(base.x+base.width/2, base.y+base.height))
{
- timer_check(&pbad->timer);
+ timer.start(2000);
+ dying = DYING_SQUISHED;
+ mode = FLAT;
+ set_sprite(img_stalactite_broken, img_stalactite_broken);
}
+ } else if(mode == FLAT) {
+ fall();
+ }
- // Handle dying timer:
- if (pbad->dying == DYING_SQUISHED)
+ // move
+ physic.apply(frame_ratio, base.x, base.y);
+
+ if(dying == DYING_SQUISHED && !timer.check())
+ remove_me();
+}
+
+void
+BadGuy::action_flame(double frame_ratio)
+{
+ static const float radius = 100;
+ static const float speed = 0.02;
+ base.x = old_base.x + cos(base.ym) * radius;
+ base.y = old_base.y + sin(base.ym) * radius;
+
+ base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
+}
+
+void
+BadGuy::action_fish(double frame_ratio)
+{
+ if(frozen_timer.check())
{
- /* Remove it if time's up: */
- if(!timer_check(&pbad->timer))
- bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
+ if(physic.get_velocity_y() < 0)
+ set_sprite(img_fish_iced_down, img_fish_iced_down);
+ else
+ set_sprite(img_fish_iced, img_fish_iced);
+
+ return;
}
- // Remove if it's far off the screen:
- if (pbad->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)->water
+ && physic.get_velocity_y() <= 0 && mode == NORMAL)
{
- bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
- return;
+ mode = FISH_WAIT;
+ set_sprite(0, 0);
+ 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 (pbad->base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
- pbad->seen = true;
+ // jump again
+ set_sprite(img_fish, img_fish);
+ mode = NORMAL;
+ physic.set_velocity(0, JUMPV);
+ physic.enable_gravity(true);
}
+
+ physic.apply(frame_ratio, base.x, base.y);
+ 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);
}
-void badguy_draw_bsod(bad_guy_type* pbad)
+void
+BadGuy::action_bouncingsnowball(double frame_ratio)
{
- /* --- BLUE SCREEN OF DEATH MONSTER: --- */
- if (pbad->dying == DYING_NOT)
- {
- /* Alive: */
+ static const float JUMPV = 4.5;
+
+ fall();
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_bsod_left[(frame / 5) % 4],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_bsod_right[(frame / 5) % 4],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
+ // 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;
}
- else if (pbad->dying == DYING_FALLING)
+
+ // check for right/left collisions
+ check_horizontal_bump();
+
+ physic.apply(frame_ratio, base.x, base.y);
+ if(dying == DYING_NOT)
+ collision_swept_object_map(&old_base, &base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
{
- /* Falling: */
+ /* Remove it if time's up: */
+ remove_me();
+ return;
+ }
+}
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_bsod_falling_left,
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_bsod_falling_right,
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
+void
+BadGuy::action_flyingsnowball(double frame_ratio)
+{
+ 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 if (pbad->dying == DYING_SQUISHED)
+ timer.start(DIRCHANGETIME);
+ }
+
+ if(dying != DYING_NOT)
+ physic.enable_gravity(true);
+
+ physic.apply(frame_ratio, base.x, base.y);
+ if(dying == DYING_NOT || dying == DYING_SQUISHED)
+ collision_swept_object_map(&old_base, &base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
{
- /* Dying - Squished: */
+ /* Remove it if time's up: */
+ remove_me();
+ return;
+ }
+}
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_bsod_squished_left,
- pbad->base.x - scroll_x,
- pbad->base.y + 24);
- }
- else
- {
- texture_draw(&img_bsod_squished_right,
- pbad->base.x - scroll_x,
- pbad->base.y + 24);
- }
+void
+BadGuy::action_spiky(double frame_ratio)
+{
+ if(frozen_timer.check())
+ {
+ set_sprite(img_spiky_iced_left, img_spiky_iced_right);
+ return;
}
+
+ 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
+
+ physic.apply(frame_ratio, base.x, base.y);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
}
-void badguy_draw_laptop(bad_guy_type* pbad)
+void
+BadGuy::action_snowball(double frame_ratio)
{
- /* --- LAPTOP MONSTER: --- */
- if (pbad->dying == DYING_NOT)
- {
- /* Alive: */
+ if (dying == DYING_NOT)
+ check_horizontal_bump();
- if (pbad->mode == NORMAL)
- {
- /* Not flat: */
+ fall();
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_laptop_left[(frame / 5) % 3],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_laptop_right[(frame / 5) % 3],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- }
- else
- {
- /* Flat: */
+ physic.apply(frame_ratio, base.x, base.y);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
+}
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_laptop_flat_left,
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_laptop_flat_right,
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- }
+void
+BadGuy::action(double frame_ratio)
+{
+ // Remove if it's far off the screen:
+ if (base.x < scroll_x - OFFSCREEN_DISTANCE)
+ {
+ remove_me();
+ return;
}
- else if (pbad->dying == DYING_FALLING)
+
+ // BadGuy fall below the ground
+ if (base.y > World::current()->get_level()->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);
+ }
+
+ // Once it's on screen, it's activated!
+ if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
+ seen = true;
+
+ if(!seen)
+ return;
+
+ switch (kind)
{
- /* Falling: */
+ case BAD_MRICEBLOCK:
+ action_mriceblock(frame_ratio);
+ break;
+
+ case BAD_JUMPY:
+ action_jumpy(frame_ratio);
+ break;
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_laptop_falling_left,
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_laptop_falling_right,
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
+ case BAD_MRBOMB:
+ action_mrbomb(frame_ratio);
+ break;
+
+ case BAD_BOMB:
+ action_bomb(frame_ratio);
+ break;
+
+ case BAD_STALACTITE:
+ action_stalactite(frame_ratio);
+ break;
+
+ case BAD_FLAME:
+ action_flame(frame_ratio);
+ break;
+
+ case BAD_FISH:
+ action_fish(frame_ratio);
+ break;
+
+ case BAD_BOUNCINGSNOWBALL:
+ action_bouncingsnowball(frame_ratio);
+ break;
+
+ case BAD_FLYINGSNOWBALL:
+ action_flyingsnowball(frame_ratio);
+ break;
+
+ case BAD_SPIKY:
+ action_spiky(frame_ratio);
+ break;
+
+ case BAD_SNOWBALL:
+ action_snowball(frame_ratio);
+ break;
+ default:
+ break;
}
}
-void badguy_draw_money(bad_guy_type* pbad)
+void
+BadGuy::draw()
{
- if (pbad->base.ym != 300 /* > -16*/)
+ // 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)
+ return;
+
+ if(sprite_left == 0 || sprite_right == 0)
{
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_money_left[0],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_money_right[0],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
+ return;
+ }
+
+ Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+ sprite->draw(base.x, base.y);
+
+ if (debug_mode)
+ fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+}
+
+void
+BadGuy::set_sprite(Sprite* left, Sprite* right)
+{
+ if (1)
+ {
+ base.width = 32;
+ base.height = 32;
}
else
{
- if (pbad->dir == LEFT)
- {
- texture_draw(&img_money_left[1],
- pbad->base.x - scroll_x,
- pbad->base.y);
- }
- else
- {
- texture_draw(&img_money_right[1],
- pbad->base.x - scroll_x,
- pbad->base.y);
+ // 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;
}
-void badguy_draw(bad_guy_type* pbad)
+void
+BadGuy::bump()
{
- // Don't try to draw stuff that is outside of the screen
- if (pbad->base.x > scroll_x - 32 &&
- pbad->base.x < scroll_x + screen->w)
- {
- switch (pbad->kind)
- {
- case BAD_BSOD:
- badguy_draw_bsod(pbad);
- break;
-
- case BAD_LAPTOP:
- badguy_draw_laptop(pbad);
- break;
+ // these can't be bumped
+ if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
+ || kind == BAD_FLYINGSNOWBALL)
+ return;
+
+ physic.set_velocity_y(3);
+ kill_me(25);
+}
+
+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);
- case BAD_MONEY:
- badguy_draw_money(pbad);
- break;
+ World::current()->add_score(base.x,
+ base.y, 50 * player_status.score_multiplier);
+ play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ player_status.score_multiplier++;
+
+ dying = DYING_SQUISHED;
+ timer.start(2000);
+ physic.set_velocity(0, 0);
+}
- default:
- puts("Unknown badguy type");
- break;
+void
+BadGuy::squish(Player* player)
+{
+ static const int MAX_ICEBLOCK_SQUICHES = 10;
+
+ if(kind == BAD_MRBOMB) {
+ // mrbomb transforms into a bomb now
+ World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+
+ make_player_jump(player);
+ World::current()->add_score(base.x, base.y, 50 * player_status.score_multiplier);
+ play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ player_status.score_multiplier++;
+ remove_me();
+ return;
+
+ } else if (kind == BAD_MRICEBLOCK) {
+ if (mode == NORMAL || mode == KICK)
+ {
+ /* Flatten! */
+ play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ mode = FLAT;
+ set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ physic.set_velocity_x(0);
+
+ timer.start(4000);
+ } else if (mode == FLAT) {
+ /* Kick! */
+ play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+
+ if (player->base.x < base.x + (base.width/2)) {
+ physic.set_velocity_x(5);
+ dir = RIGHT;
+ } else {
+ physic.set_velocity_x(-5);
+ dir = LEFT;
}
+
+ mode = KICK;
+ player->kick_timer.start(KICKING_TIME);
+ set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ }
+
+ make_player_jump(player);
+
+ player_status.score_multiplier++;
+
+ // check for maximum number of squiches
+ squishcount++;
+ if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
+ kill_me(50);
+ return;
}
+
+ return;
+ } else if(kind == BAD_FISH) {
+ // fish can only be killed when falling down
+ if(physic.get_velocity_y() >= 0)
+ return;
+
+ make_player_jump(player);
+
+ World::current()->add_score(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_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
+ return;
+ } else if(kind == BAD_FLYINGSNOWBALL) {
+ squish_me(player);
+ set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
+ return;
+ } else if(kind == BAD_SNOWBALL) {
+ squish_me(player);
+ set_sprite(img_snowball_squished_left, img_snowball_squished_right);
+ return;
+ }
}
-void badguy_collision(bad_guy_type* pbad, void *p_c_object, int c_object)
+void
+BadGuy::kill_me(int score)
{
- bad_guy_type* pbad_c = NULL;
- player_type* pplayer_c = NULL;
+ if(kind == BAD_BOMB)
+ return;
+
+ dying = DYING_FALLING;
+ if(kind == BAD_MRICEBLOCK) {
+ set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
+ if(mode == HELD) {
+ mode = NORMAL;
+ Player& tux = *World::current()->get_tux();
+ tux.holding_something = false;
+ }
+ }
+
+ physic.enable_gravity(true);
+
+ /* Gain some points: */
+ if (score != 0)
+ World::current()->add_score(base.x, base.y,
+ score * player_status.score_multiplier);
+
+ /* Play death sound: */
+ play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+}
+
+void BadGuy::explode(BadGuy *badguy)
+{
+World::current()->add_bad_guy(badguy->base.x, badguy->base.y, BAD_BOMB);
+badguy->remove_me();
+}
+
+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_SQUISH) {
+ Player* player = static_cast<Player*>(p_c_object);
+ squish(player);
+ return;
+ }
+ /* COLLISION_NORMAL */
switch (c_object)
{
case CO_BULLET:
- pbad->dying = DYING_FALLING;
- pbad->base.ym = -8;
-
- /* Gain some points: */
-
- if (pbad->kind == BAD_BSOD)
- add_score(pbad->base.x - scroll_x, pbad->base.y,
- 50 * score_multiplier);
- else if (pbad->kind == BAD_LAPTOP)
- add_score(pbad->base.x - scroll_x, pbad->base.y,
- 25 * score_multiplier);
- else if (pbad->kind == BAD_MONEY)
- add_score(pbad->base.x - scroll_x, pbad->base.y,
- 50 * score_multiplier);
-
- /* Play death sound: */
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ pbullet_c = (Bullet*) p_c_object;
+
+ if(pbullet_c->kind == FIRE_BULLET)
+ {
+ if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME)
+ kill_me(10);
+ }
+ else if(pbullet_c->kind == ICE_BULLET)
+ {
+ //if(kind == BAD_FLAME)
+ // kill_me(10);
+ //else
+ frozen_timer.start(FROZEN_TIME);
+ }
break;
case CO_BADGUY:
- pbad_c = (bad_guy_type*) p_c_object;
- if (pbad->mode == NORMAL)
+ pbad_c = (BadGuy*) p_c_object;
+
+ /* 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
+ explode(pbad_c);
+ return;
+ }
+ else if (pbad_c->kind != BAD_MRBOMB)
+ {
+ pbad_c->kill_me(50);
+ }
}
- else if(pbad->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(pbad->base.x - scroll_x,
- pbad->base.y, 100);
- pbad_c->dying = DYING_FALLING;
-
- pbad->dying = DYING_FALLING;
- pbad->base.ym = -8;
-
- add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y, 100);
+ // mrbomb transforms into a bomb now
+ explode(pbad_c);
+ return;
}
- break;
+ else
+ pbad_c->kill_me(50);
+ }
- case CO_PLAYER:
- pplayer_c = (player_type*) p_c_object;
- if(pbad->kind != BAD_MONEY)
+ /* When enemies run into eachother, make them change directions */
+ else
+ {
+ // Jumpy, fish, flame, stalactites are exceptions
+ if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
+ || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
+ 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->kind == BAD_BSOD)
- {
- pbad->dying = DYING_SQUISHED;
- timer_start(&pbad->timer,4000);
- physic_set_state(&pplayer_c->vphysic,PH_VT);
- physic_set_start_vy(&pplayer_c->vphysic,2.);
- pplayer_c->base.y = pbad->base.y - pplayer_c->base.height - 1;
+ 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);
+ }
- add_score(pbad->base.x - scroll_x, pbad->base.y,
- 50 * score_multiplier);
+ break;
+ }
+ else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
+ break;
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ if (pbad_c->kind != BAD_FLAME)
+ {
+ if (dir == LEFT)
+ {
+ dir = RIGHT;
+ physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+
+ // in case badguys get "jammed"
+ if (physic.get_velocity_x() != 0)
+ base.x = pbad_c->base.x + pbad_c->base.width;
}
- else if (pbad->kind == BAD_LAPTOP)
+ else if (dir == RIGHT)
{
+ dir = LEFT;
+ physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+ }
- if (pbad->mode == NORMAL || pbad->mode == KICK)
- {
- /* Flatten! */
+ }
+ }
+
+ break;
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
- pbad->mode = FLAT;
- pbad->base.xm = 4;
+ case CO_PLAYER:
+ Player* player = static_cast<Player*>(p_c_object);
+ /* Get kicked if were flat */
+ if (mode == FLAT && !dying)
+ {
+ play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
- timer_start(&pbad->timer,10000);
+ // 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;
+ }
- physic_set_state(&pplayer_c->vphysic,PH_VT);
- physic_set_start_vy(&pplayer_c->vphysic,2.);
- pplayer_c->base.y = pbad->base.y - pplayer_c->base.height - 1;
- }
- else if (pbad->mode == FLAT)
- {
- /* Kick! */
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ mode = KICK;
+ player->kick_timer.start(KICKING_TIME);
+ set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ }
+ break;
- if (pplayer_c->base.x < pbad->base.x + (pbad->base.width/2))
- pbad->dir = RIGHT;
- else
- pbad->dir = LEFT;
+ }
+}
- pbad->base.xm = 5;
- pbad->mode = KICK;
- timer_start(&pbad->timer,5000);
- }
-
- physic_set_state(&pplayer_c->vphysic,PH_VT);
- physic_set_start_vy(&pplayer_c->vphysic,2.);
- pplayer_c->base.y = pbad->base.y - pplayer_c->base.height - 1;
-
- add_score(pbad->base.x - scroll_x,
- pbad->base.y,
- 25 * score_multiplier);
+//---------------------------------------------------------------------------
- /* play_sound(sounds[SND_SQUISH]); */
- }
- score_multiplier++;
- }
- break;
- }
+void load_badguy_gfx()
+{
+ img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
+ img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
+ img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
+ img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
+ img_mriceblock_left = sprite_manager->load("mriceblock-left");
+ img_mriceblock_right = sprite_manager->load("mriceblock-right");
+ img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
+ img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
+ img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
+ img_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
+ img_mrbomb_left = sprite_manager->load("mrbomb-left");
+ img_mrbomb_right = sprite_manager->load("mrbomb-right");
+ img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
+ img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-right");
+ img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
+ img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
+ img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
+ img_stalactite = sprite_manager->load("stalactite");
+ img_stalactite_broken = sprite_manager->load("stalactite-broken");
+ img_flame = sprite_manager->load("flame");
+ img_fish = sprite_manager->load("fish");
+ 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_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
+ img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
+ img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
+ img_flyingsnowball = sprite_manager->load("flyingsnowball");
+ img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
+ img_spiky_left = sprite_manager->load("spiky-left");
+ img_spiky_right = sprite_manager->load("spiky-right");
+ img_spiky_iced_left = sprite_manager->load("spiky-iced-left");
+ img_spiky_iced_right = sprite_manager->load("spiky-iced-right");
+ img_snowball_left = sprite_manager->load("snowball-left");
+ img_snowball_right = sprite_manager->load("snowball-right");
+ img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
+ img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
+}
+void free_badguy_gfx()
+{
}
+
+// EOF //