X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy.cpp;h=6d1015dfd5ace36a4b772640b8baa701cef5252b;hb=3e754167548414481668ec3e3ee034f2356650cc;hp=611ddcfd0ddd860676b263fd9b25c7a1556306cb;hpb=34145c1911171da557faac38278c1ba56bb5e201;p=supertux.git diff --git a/src/badguy.cpp b/src/badguy.cpp index 611ddcfd0..6d1015dfd 100644 --- a/src/badguy.cpp +++ b/src/badguy.cpp @@ -1,56 +1,113 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2000 Bill Kendrick +// Copyright (C) 2004 Tobias Glaesser +// Copyright (C) 2004 Matthias Braun // -// C Implementation: badguy -// -// Description: -// -// -// Author: Tobias Glaesser & 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 +#include #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]; -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 "sprite_manager.h" +#include "camera.h" +#include "lispwriter.h" +#include "level.h" +#include "sector.h" +#include "tilemap.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; +Sprite* img_wingling_left; +Sprite* img_walkingtree_left; +Sprite* img_walkingtree_left_small; + +#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 == "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 (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_BSOD; + return BAD_INVALID; } } @@ -58,14 +115,11 @@ std::string badguykind_to_string(BadGuyKind kind) { 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"; @@ -73,85 +127,207 @@ std::string badguykind_to_string(BadGuyKind kind) 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; + case BAD_WINGLING: + return "wingling"; + break; + case BAD_WALKINGTREE: + return "walkingtree"; 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; + 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)) + { + 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(kind == BAD_BOMB) { - timer_start(&timer, 1000); - mode = BOMB_TICKING; - // hack so that the bomb doesn't hurt until it expldes... - dying = DYING_SQUISHED; + if(Sector::current() && 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: --- */ - - /* Move left/right: */ - if (dying == DYING_NOT || - dying == DYING_FALLING) - { - base.x += base.xm * frame_ratio; - } + writer.start_list(badguykind_to_string(kind)); - /* Move vertically: */ - base.y = base.y + base.ym * frame_ratio; + writer.write_float("x", base.x); + writer.write_float("y", base.y); + writer.write_bool("stay-on-platform", stay_on_platform); - if (dying != DYING_FALLING) - collision_swept_object_map(&old_base,&base); - - if (!dying) - check_horizontal_bump(); + writer.end_list(badguykind_to_string(kind)); +} - fall(); +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; + + if(kind == BAD_MRBOMB) { + physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0); + set_sprite(img_mrbomb_left, img_mrbomb_right); + } else if (kind == BAD_MRICEBLOCK) { + physic.set_velocity(dirsign * 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) { + angle = 0; + physic.enable_gravity(false); + set_sprite(img_flame, img_flame); + } else if(kind == BAD_BOUNCINGSNOWBALL) { + physic.set_velocity(dirsign * 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(dirsign * BADGUY_WALK_SPEED, 0); + set_sprite(img_spiky_left, img_spiky_right); + } else if(kind == BAD_SNOWBALL) { + physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0); + set_sprite(img_snowball_left, img_snowball_right); + } else if(kind == BAD_WINGLING) { + 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; + } - // Handle dying timer: - if (dying == DYING_SQUISHED) - { - /* Remove it if time's up: */ - if(!timer_check(&timer)) { - remove_me(); - return; - } - } + base.x = start_position.x; + base.y = start_position.y; + old_base = base; + seen = true; } -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); + 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 we're holding the iceblock */ + dir = tux.dir; if(dir==RIGHT) { base.x = tux.base.x + 16; @@ -162,7 +338,7 @@ void BadGuy::action_laptop() base.x = tux.base.x - 16; 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; @@ -174,587 +350,1067 @@ void BadGuy::action_laptop() base.x -= 24; else base.x += 24; + 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_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right); + physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5); + sound_manager->play_sound(sounds[SND_KICK], this); } } - - /* 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); + sound_manager->play_sound(sounds[SND_RICOCHET], 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_sprite(img_mriceblock_left, img_mriceblock_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, (int) base.y + halfheight)) { + if (kind == BAD_MRICEBLOCK && mode == KICK) + Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false); + 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, (int)base.y + halfheight)) { + if (kind == BAD_MRICEBLOCK && mode == KICK) + Sector::current()->trybreakbrick( + Vector(base.x + base.width, (int) base.y + halfheight), false); + 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() +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,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::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_sprite(img_jumpy_left_iced, img_jumpy_left_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_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 (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); + 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_sprite(img_mrbomb_iced_left, img_mrbomb_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); + 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_sprite(img_mrbomb_explosion, img_mrbomb_explosion); dying = DYING_NOT; // now the bomb hurts - timer_start(&timer, 1000); + timer.start(EXPLODETIME); + + sound_manager->play_sound(sounds[SND_EXPLODE], this); } else if(mode == BOMB_EXPLODE) { remove_me(); return; } } + + // move + physic.apply(elapsed_time, base.x, base.y); + 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_sprite(img_stalactite_broken, img_stalactite_broken); } + } else if(mode == FLAT) { + fall(); } + + // move + physic.apply(elapsed_time, base.x, base.y); + + 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_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 (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_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 (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE) - seen = true; + // jump again + set_sprite(img_fish, img_fish); + mode = NORMAL; + physic.set_velocity(0, JUMPV); + physic.enable_gravity(true); } + + physic.apply(elapsed_time, 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() -{ - 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); + 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); + if(dying == DYING_NOT || dying == DYING_SQUISHED) + collision_swept_object_map(&old_base, &base); + + // 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_sprite(img_spiky_iced_left, img_spiky_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); + 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); + 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; - texture_draw(texture, base.x - scroll_x, base.y); + 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); + + + // Handle dying timer: + if (dying == DYING_SQUISHED && !timer.check()) + remove_me(); + + // TODO: Winglings should be removed after flying off the screen } void -BadGuy::draw_bomb() +BadGuy::action_walkingtree(double elapsed_time) { - texture_type* texture; + Player& tux = *Sector::current()->player; + Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT; + + if (dying == DYING_NOT) + check_horizontal_bump(); + + fall(); + + if (mode == BGM_BIG && tux.dying == DYING_NOT) + { + if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT) + { + dir = RIGHT; + physic.set_velocity_x(-physic.get_velocity_x()); + } + else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT) + { + dir = LEFT; + physic.set_velocity_x(-physic.get_velocity_x()); + } + } - // TODO add real bomb graphics - if(mode == BOMB_TICKING) { - texture = &img_bsod_squished_right; + + physic.apply(elapsed_time, base.x, base.y); + 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 = Sector::current()->camera->get_translation().x; + float scroll_y = Sector::current()->camera->get_translation().y; + + // 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: + 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; + Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right; + if(sprite == 0) + return; + + if(dying == DYING_FALLING && physic.get_velocity_y() < 0) + sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP); else - texture = &img_stalactite_broken; + 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_sprite(Sprite* left, Sprite* 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) + if (1) { - switch (kind) - { - case BAD_BSOD: - draw_bsod(); - break; - - case BAD_LAPTOP: - draw_laptop(); - break; - - case BAD_MONEY: - draw_money(); - break; - - case BAD_MRBOMB: - draw_mrbomb(); - break; - - case BAD_BOMB: - draw_bomb(); - break; - - case BAD_STALACTITE: - draw_stalactite(); - break; + 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; } 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_FLYINGSNOWBALL) + return; + + physic.set_velocity_y(3); + kill_me(25); } void BadGuy::make_player_jump(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->physic.set_velocity_y(2); + player->base.y = base.y - player->base.height - 2; } void -BadGuy::squich(Player* player) +BadGuy::squish_me(Player* player) { - 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; + make_player_jump(player); + + Sector::current()->add_score(Vector(base.x, base.y), + 50 * player_status.score_multiplier); - } else if(kind == BAD_BSOD) { - dying = DYING_SQUISHED; - timer_start(&timer,4000); + sound_manager->play_sound(sounds[SND_SQUISH], get_pos()); + player_status.score_multiplier++; - make_player_jump(player); + dying = DYING_SQUISHED; + timer.start(2000); + physic.set_velocity(0, 0); +} - 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) +void +BadGuy::squish(Player* player) +{ + static const int MAX_ICEBLOCK_SQUICHES = 10; + + if(kind == BAD_MRBOMB) { + // mrbomb transforms into a bomb now + explode(false); + + make_player_jump(player); + Sector::current()->add_score(Vector(base.x, base.y), + 50 * player_status.score_multiplier); + sound_manager->play_sound(sounds[SND_SQUISH], get_pos()); + player_status.score_multiplier++; + return; + + } 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! */ + sound_manager->play_sound(sounds[SND_STOMP], get_pos()); + mode = FLAT; + set_sprite(img_mriceblock_flat_left, img_mriceblock_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! */ + sound_manager->play_sound(sounds[SND_KICK], this); + + 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_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right); + } - base.xm = 5; - mode = KICK; + make_player_jump(player); - timer_start(&timer,5000); - } + player_status.score_multiplier++; + + // check for maximum number of squishes + 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); + + 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_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; + } 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); + // XXX magic number: 66 is BGM_BIG height make_player_jump(player); + base.y += 66 - base.height; - add_score(base.x - scroll_x, - base.y, - 25 * score_multiplier); - score_multiplier++; - return; + 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; + + dying = DYING_FALLING; + if(kind == BAD_MRICEBLOCK) { + set_sprite(img_mriceblock_falling_left, img_mriceblock_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: */ + sound_manager->play_sound(sounds[SND_FALL], this); +} + +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; + } + + 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(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) + 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 = (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) + { + if (pbad_c->kind == BAD_MRBOMB) + { + // mrbomb transforms into a bomb now + pbad_c->explode(true); + return; + } + else if (pbad_c->kind != BAD_MRBOMB) + { + pbad_c->kill_me(50); + } + } + + /* Kill any badguys that get hit by stalactite */ + else if (kind == BAD_STALACTITE && dying == DYING_NOT) { - /* do nothing */ + if (pbad_c->kind == BAD_MRBOMB) + { + // mrbomb transforms into a bomb now + pbad_c->explode(false); + return; + } + else + pbad_c->kill_me(50); } - else if(mode == KICK) + + /* 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) + 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) { - /* 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); + 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())); + + // in case badguys get "jammed" + if (physic.get_velocity_x() != 0) + base.x = pbad_c->base.x + pbad_c->base.width; + } + else if (dir == RIGHT) + { + dir = LEFT; + physic.set_velocity_x(-fabsf(physic.get_velocity_x())); + } + + } + } + break; + + case CO_PLAYER: + Player* player = static_cast(p_c_object); + /* Get kicked if were flat */ + if (mode == FLAT && !dying) + { + sound_manager->play_sound(sounds[SND_KICK], this); + + // 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_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right); + } + 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"); + 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() +{ +} + // EOF //