X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy.cpp;h=db846834305bccd7b908b92c1dc00394f58f183b;hb=05802469d9bdacc1c4db6039026f7d09615576a2;hp=038784893e04d9e7bec0dd1ba40954bc837f1c21;hpb=3c8c04313bb8edf6fbe6bc1a13d615f972c4d753;p=supertux.git diff --git a/src/badguy.cpp b/src/badguy.cpp index 038784893..db8468343 100644 --- a/src/badguy.cpp +++ b/src/badguy.cpp @@ -1,668 +1,1414 @@ +// $Id$ +// +// 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" +#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" + +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" || 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_SNOWBALL; + } +} -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]; +std::string badguykind_to_string(BadGuyKind kind) +{ + switch(kind) + { + 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; + case BAD_WINGLING: + return "wingling"; + break; + case BAD_WALKINGTREE: + return "walkingtree"; + default: + return "snowball"; + } +} -bitmask *bm_bsod; +BadGuy::BadGuy(DisplayManager& display_manager, 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); + + kind = kind_; + + stay_on_platform = false; + lispreader.read_bool("stay-on-platform", &stay_on_platform); + + init(); +} -void badguy_create_bitmasks() +BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_, + float x, float y) { - /*bm_bsod = img_bsod_left[0];*/ + display_manager.add_drawable(this, LAYER_OBJECTS); + + start_position.x = x; + start_position.y = y; + stay_on_platform = false; + + kind = kind_; + + init(); } -void badguy_init(bad_guy_type* pbad, float x, float y, int kind) +BadGuy::~BadGuy() { - 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(bad_guy_type* pbad) +void +BadGuy::init() { + base.x = 0; + base.y = 0; + base.width = 0; + base.height = 0; + + mode = NORMAL; + dying = DYING_NOT; + old_base = base; + 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)) + { + 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->seen) - { - if (pbad->kind == BAD_BSOD) - { - /* --- BLUE SCREEN OF DEATH MONSTER: --- */ + if(World::current()->camera) { + Vector scroll = World::current()->camera->get_translation(); - /* Move left/right: */ - 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; - } + 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); + } + } +} + +void +BadGuy::write(LispWriter& writer) +{ + writer.start_list(badguykind_to_string(kind)); + writer.write_float("x", base.x); + writer.write_float("y", base.y); + writer.write_bool("stay-on-platform", stay_on_platform); - /* Move vertically: */ + writer.end_list(badguykind_to_string(kind)); +} - pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio; +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; + } + + base.x = start_position.x; + base.y = start_position.y; + old_base = base; + seen = true; +} - 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::iterator>(pbad)); - - /* Bump into things horizontally: */ +void +BadGuy::action_mriceblock(double elapsed_time) +{ + Player& tux = *World::current()->get_tux(); - if (!pbad->dying) - { - 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; - } - } + if(mode != HELD) + fall(); + + /* Move left/right: */ + if (mode != HELD) + { + // 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 iceblock */ + dir = tux.dir; + if(dir==RIGHT) + { + base.x = tux.base.x + 16; + base.y = tux.base.y + tux.base.height/1.5 - base.height; + } + else /* facing left */ + { + base.x = tux.base.x - 16; + base.y = tux.base.y + tux.base.height/1.5 - base.height; + } + if(collision_object_map(base)) + { + base.x = tux.base.x; + base.y = tux.base.y + tux.base.height/1.5 - base.height; + } + + if(tux.input.fire != DOWN) /* SHOOT! */ + { + if(dir == LEFT) + base.x -= 24; + else + base.x += 24; + 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); + } + } - /* Fall if we get off the ground: */ + if (!dying) + { + int changed = dir; + 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); + } + } + + /* 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); + } + } +} - if (pbad->dying != DYING_FALLING) +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; + } + + // 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; + } +} + +void +BadGuy::fall() +{ + /* Fall if we get off the ground: */ + if (dying != DYING_FALLING) + { + if (!issolid(base.x+base.width/2, base.y + base.height)) + { + // 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 (stay_on_platform && mode == NORMAL) + { + if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width), + base.y + base.height)) { - 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); - } + if (dir == LEFT) + { + dir = RIGHT; + physic.set_velocity_x(fabsf(physic.get_velocity_x())); + } 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 - { - 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); + { + dir = LEFT; + physic.set_velocity_x(-fabsf(physic.get_velocity_x())); + } } - - if (pbad->base.y > screen->h) - bad_guys.erase(static_cast::iterator>(pbad)); } - else if (pbad->kind == BAD_LAPTOP) - { - /* --- LAPTOP MONSTER: --- */ + } + } + else + { + physic.enable_gravity(true); + } +} - /* Move left/right: */ +void +BadGuy::action_jumpy(double elapsed_time) +{ + if(frozen_timer.check()) + { + set_sprite(img_jumpy_left_iced, img_jumpy_left_iced); + return; + } - if (pbad->mode == NORMAL || pbad->mode == KICK) - { - 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; - } - } - else if (pbad->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) - { - pbad->base.x = tux.base.x + 16; - pbad->base.y = tux.base.y + tux.base.height/1.5 - pbad->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; - } - if(collision_object_map(&pbad->base)) - { - pbad->base.x = tux.base.x; - pbad->base.y = tux.base.y + tux.base.height/1.5 - pbad->base.height; - } - - if(tux.input.fire != DOWN) /* SHOOT! */ - { - if(pbad->dir == LEFT) - pbad->base.x -= 24; - else - pbad->base.x += 24; - - pbad->mode=KICK; - pbad->base.xm = 8; - pbad->base.ym = 8; - play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER); - } - } + const float vy = physic.get_velocity_y(); + // 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); - /* Move vertically: */ + Player& tux = *World::current()->get_tux(); - if(pbad->mode != HELD) - pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio; + static const float JUMPV = 6; + + fall(); + // jump when on ground + if(dying == DYING_NOT && issolid(base.x, base.y+32)) + { + physic.set_velocity_y(JUMPV); + physic.enable_gravity(true); - 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::iterator>(pbad)); - /* Bump into things horizontally: */ + mode = JUMPY_JUMP; + } + else if(mode == JUMPY_JUMP) + { + mode = NORMAL; + } - /* Bump into things horizontally: */ + // set direction based on tux + if(tux.base.x > base.x) + dir = RIGHT; + else + dir = LEFT; - if (!pbad->dying) - { - int changed = pbad->dir; - 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; - } - 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) - play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER); - else if (tux.base.x < pbad->base.x) - play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER); - else - play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER); - } + // move + physic.apply(elapsed_time, base.x, base.y); + if(dying == DYING_NOT) + collision_swept_object_map(&old_base, &base); +} - } +void +BadGuy::action_mrbomb(double elapsed_time) +{ + if(frozen_timer.check()) + { + set_sprite(img_mrbomb_iced_left, img_mrbomb_iced_right); + return; + } + if (dying == DYING_NOT) + check_horizontal_bump(true); - /* Fall if we get off the ground: */ + fall(); - 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,0.); - } - - if(pbad->mode != HELD) - { - 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 - { - 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.apply(elapsed_time, base.x, base.y); + if (dying != DYING_FALLING) + collision_swept_object_map(&old_base,&base); +} +void +BadGuy::action_bomb(double elapsed_time) +{ + static const int TICKINGTIME = 1000; + static const int EXPLODETIME = 1000; + + 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); + + 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); - } - else if (pbad->kind == BAD_MONEY) - { - /* --- MONEY BAGS: --- */ + } else if(mode == BOMB_EXPLODE) { + remove_me(); + return; + } + } + // move + physic.apply(elapsed_time, base.x, base.y); + collision_swept_object_map(&old_base,&base); +} - /* Move vertically: */ +void +BadGuy::action_stalactite(double elapsed_time) +{ + Player& tux = *World::current()->get_tux(); - pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio; + 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; + } + } 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.start(2000); + dying = DYING_SQUISHED; + mode = FLAT; + set_sprite(img_stalactite_broken, img_stalactite_broken); + } + } else if(mode == FLAT) { + fall(); + } - if (pbad->dying != DYING_FALLING) - collision_swept_object_map(&pbad->old_base,&pbad->base); + // move + physic.apply(elapsed_time, base.x, base.y); - if (pbad->base.y > screen->h) - bad_guys.erase(static_cast::iterator>(pbad)); + if(dying == DYING_SQUISHED && !timer.check()) + remove_me(); +} - if(physic_get_state(&pbad->physic) == -1) - { - physic_set_state(&pbad->physic,PH_VT); - physic_set_start_vy(&pbad->physic,0.); - } +void +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; - if (pbad->dying != DYING_FALLING) - { - 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); - } - } - 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); - } - } - else if (pbad->kind == -1) - {} + angle = fmodf(angle + elapsed_time * speed, 2*M_PI); +} - } - else if (pbad->kind == -1) - {} +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); - /* Handle mode timer: */ + return; + } - if (pbad->mode == FLAT && pbad->mode != HELD) + 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) { - if(!timer_check(&pbad->timer)) - { - pbad->mode = NORMAL; - pbad->base.xm = 4; - } + mode = FISH_WAIT; + set_sprite(0, 0); + physic.set_velocity(0, 0); + physic.enable_gravity(false); + timer.start(WAITTIME); } - else if (pbad->mode == KICK) + else if(mode == FISH_WAIT && !timer.check()) { - timer_check(&pbad->timer); + // 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); +} - /* Handle dying timer: */ +void +BadGuy::action_bouncingsnowball(double elapsed_time) +{ + static const float JUMPV = 4.5; + + fall(); - if (pbad->dying == DYING_SQUISHED) + // jump when on ground + if(dying == DYING_NOT && issolid(base.x, base.y+32)) + { + physic.set_velocity_y(JUMPV); + physic.enable_gravity(true); + } + else { - /* Remove it if time's up: */ - if(!timer_check(&pbad->timer)) - bad_guys.erase(static_cast::iterator>(pbad)); + mode = NORMAL; } + // check for right/left collisions + check_horizontal_bump(); - /* Remove if it's far off the screen: */ + physic.apply(elapsed_time, base.x, base.y); + if(dying == DYING_NOT) + collision_swept_object_map(&old_base, &base); - if (pbad->base.x < scroll_x - OFFSCREEN_DISTANCE) - bad_guys.erase(static_cast::iterator>(pbad)); - else /* !seen */ - { - /* Once it's on screen, it's activated! */ + // Handle dying timer: + if (dying == DYING_SQUISHED && !timer.check()) + remove_me(); +} - if (pbad->base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE) - pbad->seen = true; +void +BadGuy::action_flyingsnowball(double elapsed_time) +{ + 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); } - /*}*/ + timer.start(DIRCHANGETIME); + } + + 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_bsod(bad_guy_type* pbad) +void +BadGuy::action_spiky(double elapsed_time) { - /* --- BLUE SCREEN OF DEATH MONSTER: --- */ - if (pbad->dying == DYING_NOT) + if(frozen_timer.check()) { - /* Alive: */ - - 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); - } + set_sprite(img_spiky_iced_left, img_spiky_iced_right); + return; } - else if (pbad->dying == DYING_FALLING) - { - /* Falling: */ - 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); - } - } - else if (pbad->dying == DYING_SQUISHED) - { - /* Dying - Squished: */ + 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(elapsed_time, base.x, base.y); + if (dying != DYING_FALLING) + collision_swept_object_map(&old_base,&base); +} - 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_snowball(double elapsed_time) +{ + if (dying == DYING_NOT) + check_horizontal_bump(); + + 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_draw_laptop(bad_guy_type* pbad) +void +BadGuy::action_wingling(double elapsed_time) { - /* --- LAPTOP MONSTER: --- */ - if (pbad->dying == DYING_NOT) + if (dying != DYING_NOT) + physic.enable_gravity(true); + else + { + Player& tux = *World::current()->get_tux(); + int dirsign = physic.get_velocity_x() < 0 ? -1 : 1; + + if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT) { - /* Alive: */ + 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); + } - if (pbad->mode == NORMAL) - { - /* Not flat: */ + physic.apply(elapsed_time, base.x, base.y); - 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: */ - 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); - } - } + // Handle dying timer: + if (dying == DYING_SQUISHED && !timer.check()) + remove_me(); + + // TODO: Winglings should be removed after flying off the screen +} + +void +BadGuy::action_walkingtree(double elapsed_time) +{ + if (dying == DYING_NOT) + check_horizontal_bump(); + + fall(); + + physic.apply(elapsed_time, base.x, base.y); + 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; + + // 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); + } + + 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 { + 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(); } - else if (pbad->dying == DYING_FALLING) + } + + if(!seen) + return; + + switch (kind) { - /* Falling: */ + case BAD_MRICEBLOCK: + action_mriceblock(elapsed_time); + break; + + case BAD_JUMPY: + action_jumpy(elapsed_time); + 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(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_money(bad_guy_type* pbad) +void +BadGuy::draw(Camera& viewport, int) { - if (pbad->base.ym != 300 /* > -16*/) + 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) + 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(viewport.world2screen(Vector(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(Vector(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 + explode(); + + 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_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; + 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 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); + + World::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; + + World::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_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(Vector(base.x, base.y), + score * player_status.score_multiplier); + + /* Play death sound: */ + play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER); +} + +void +BadGuy::explode() +{ + World::current()->add_bad_guy(base.x, base.y, BAD_BOMB); + 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_SQUISH) { + Player* player = static_cast(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 + pbad_c->explode(); + 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 + pbad_c->explode(); + 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 + { + // 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) { - 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(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"); + 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 //