0c9f9a1688341f9f1185a9c44fd61bf291830428
[supertux.git] / src / badguy.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Matthias Braun <matze@braunis.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
21 //  02111-1307, USA.
22
23 #include <iostream>
24 #include <math.h>
25
26 #include "globals.h"
27 #include "defines.h"
28 #include "badguy.h"
29 #include "scene.h"
30 #include "screen.h"
31 #include "world.h"
32 #include "tile.h"
33 #include "resources.h"
34 #include "sprite_manager.h"
35
36 Sprite* img_bsod_squished_left;
37 Sprite* img_bsod_squished_right;
38 Sprite* img_bsod_falling_left;
39 Sprite* img_bsod_falling_right;
40 Sprite* img_laptop_flat_left;
41 Sprite* img_laptop_flat_right;
42 Sprite* img_laptop_falling_left;
43 Sprite* img_laptop_falling_right;
44 Sprite* img_bsod_left;
45 Sprite* img_bsod_right;
46 Sprite* img_laptop_left;
47 Sprite* img_laptop_right;
48 Sprite* img_jumpy_left_up;
49 Sprite* img_jumpy_left_down;
50 Sprite* img_jumpy_left_middle;
51 Sprite* img_mrbomb_left;
52 Sprite* img_mrbomb_right;
53 Sprite* img_mrbomb_ticking_left;
54 Sprite* img_mrbomb_ticking_right;
55 Sprite* img_mrbomb_explosion;
56 Sprite* img_stalactite;
57 Sprite* img_stalactite_broken;
58 Sprite* img_flame;
59 Sprite* img_fish;
60 Sprite* img_fish_down;
61 Sprite* img_bouncingsnowball_left;
62 Sprite* img_bouncingsnowball_right;
63 Sprite* img_bouncingsnowball_squished;
64 Sprite* img_flyingsnowball;
65 Sprite* img_flyingsnowball_squished;
66 Sprite* img_spiky_left;
67 Sprite* img_spiky_right;
68 Sprite* img_snowball_left;
69 Sprite* img_snowball_right;
70 Sprite* img_snowball_squished_left;
71 Sprite* img_snowball_squished_right;
72
73 #define BADGUY_WALK_SPEED .8f
74
75 BadGuyKind  badguykind_from_string(const std::string& str)
76 {
77   if (str == "money")
78     return BAD_MONEY;
79   else if (str == "laptop" || str == "mriceblock")
80     return BAD_LAPTOP;
81   else if (str == "bsod")
82     return BAD_BSOD;
83   else if (str == "mrbomb")
84     return BAD_MRBOMB;
85   else if (str == "stalactite")
86     return BAD_STALACTITE;
87   else if (str == "flame")
88     return BAD_FLAME;
89   else if (str == "fish")
90     return BAD_FISH;
91   else if (str == "bouncingsnowball")
92     return BAD_BOUNCINGSNOWBALL;
93   else if (str == "flyingsnowball")
94     return BAD_FLYINGSNOWBALL;
95   else if (str == "spiky")
96     return BAD_SPIKY;
97   else if (str == "snowball")
98     return BAD_SNOWBALL;
99   else
100     {
101       printf("Couldn't convert badguy: '%s'\n", str.c_str());
102       return BAD_BSOD;
103     }
104 }
105
106 std::string badguykind_to_string(BadGuyKind kind)
107 {
108   switch(kind)
109     {
110     case BAD_MONEY:
111       return "money";
112       break;
113     case BAD_LAPTOP:
114       return "laptop";
115       break;
116     case BAD_BSOD:
117       return "bsod";
118       break;
119     case BAD_MRBOMB:
120       return "mrbomb";
121       break;
122     case BAD_STALACTITE:
123       return "stalactite";
124       break;
125     case BAD_FLAME:
126       return "flame";
127       break;
128     case BAD_FISH:
129       return "fish";
130       break;
131     case BAD_BOUNCINGSNOWBALL:
132       return "bouncingsnowball";
133       break;
134     case BAD_FLYINGSNOWBALL:
135       return "flyingsnowball";
136       break;
137     case BAD_SPIKY:
138       return "spiky";
139       break;
140     case BAD_SNOWBALL:
141       return "snowball";
142       break;
143     default:
144       return "bsod";
145     }
146 }
147
148 BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
149   : removable(false)
150 {
151   base.x   = x;
152   base.y   = y;    
153   base.width  = 0;
154   base.height = 0;
155   base.xm  = 0;
156   base.ym  = 0;
157
158   stay_on_platform = stay_on_platform_;
159   mode     = NORMAL;
160   dying    = DYING_NOT;
161   kind     = kind_;
162   old_base = base;
163   dir      = LEFT;
164   seen     = false;
165   animation_offset = 0;
166   sprite_left = sprite_right = 0;
167   physic.reset();
168   timer.init(true);
169
170   if(kind == BAD_BSOD) {
171     physic.set_velocity(-BADGUY_WALK_SPEED, 0);
172     set_sprite(img_bsod_left, img_bsod_right);
173   } else if(kind == BAD_MRBOMB) {
174     physic.set_velocity(-BADGUY_WALK_SPEED, 0);
175     set_sprite(img_mrbomb_left, img_mrbomb_right);
176   } else if (kind == BAD_LAPTOP) {
177     physic.set_velocity(-BADGUY_WALK_SPEED, 0);
178     set_sprite(img_laptop_left, img_laptop_right);
179   } else if(kind == BAD_MONEY) {
180     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
181   } else if(kind == BAD_BOMB) {
182     set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
183     // hack so that the bomb doesn't hurt until it expldes...
184     dying = DYING_SQUISHED;
185   } else if(kind == BAD_FLAME) {
186     base.ym = 0; // we misuse base.ym as angle for the flame
187     physic.enable_gravity(false);
188     set_sprite(img_flame, img_flame);
189   } else if(kind == BAD_BOUNCINGSNOWBALL) {
190     physic.set_velocity(-1.3, 0);
191     set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
192   } else if(kind == BAD_STALACTITE) {
193     physic.enable_gravity(false);
194     set_sprite(img_stalactite, img_stalactite);
195   } else if(kind == BAD_FISH) {
196     set_sprite(img_fish, img_fish);
197     physic.enable_gravity(true);
198   } else if(kind == BAD_FLYINGSNOWBALL) {
199     set_sprite(img_flyingsnowball, img_flyingsnowball);
200     physic.enable_gravity(false);
201   } else if(kind == BAD_SPIKY) {
202     physic.set_velocity(-BADGUY_WALK_SPEED, 0);
203     set_sprite(img_spiky_left, img_spiky_right);
204   } else if(kind == BAD_SNOWBALL) {
205     physic.set_velocity(-BADGUY_WALK_SPEED, 0);
206     set_sprite(img_snowball_left, img_snowball_right);
207   }
208
209   // if we're in a solid tile at start correct that now
210   if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) {
211     printf("Warning: badguy started in wall!.\n");
212     while(collision_object_map(base))
213       --base.y;
214   }
215 }
216
217 void
218 BadGuy::action_bsod(float frame_ratio)
219 {
220   static const float BSODJUMP = 2;
221     
222   if (dying == DYING_NOT)
223     check_horizontal_bump();
224
225   fall();
226
227   // jump when we're about to fall
228   if (physic.get_velocity_y() == 0 && 
229       !issolid(base.x+base.width/2, base.y + base.height)) 
230     {
231       physic.enable_gravity(true);
232       physic.set_velocity(physic.get_velocity_x(), BSODJUMP);
233     }
234
235   // Handle dying timer:
236   if (dying == DYING_SQUISHED && !timer.check())
237     {
238       /* Remove it if time's up: */
239       remove_me();
240       return;
241     }
242
243   // move
244   physic.apply(frame_ratio, base.x, base.y);
245   if(dying != DYING_FALLING)
246     collision_swept_object_map(&old_base, &base);
247 }
248
249 void
250 BadGuy::action_laptop(float frame_ratio)
251 {
252   Player& tux = *World::current()->get_tux();
253
254   if(dying == DYING_NOT)
255     fall();
256   
257   /* Move left/right: */
258   if (mode == NORMAL || mode == KICK)
259     {
260       // move
261       physic.apply(frame_ratio, base.x, base.y);
262       if (dying != DYING_FALLING)
263         collision_swept_object_map(&old_base,&base);
264     }
265   else if (mode == HELD)
266     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
267       /* If we're holding the laptop */
268       dir = tux.dir;
269       if(dir==RIGHT)
270         {
271           base.x = tux.base.x + 16;
272           base.y = tux.base.y + tux.base.height/1.5 - base.height;
273         }
274       else /* facing left */
275         {
276           base.x = tux.base.x - 16;
277           base.y = tux.base.y + tux.base.height/1.5 - base.height;
278         }
279       if(collision_object_map(base))
280         {
281           base.x = tux.base.x;
282           base.y = tux.base.y + tux.base.height/1.5 - base.height;
283         }
284
285       if(tux.input.fire != DOWN) /* SHOOT! */
286         {
287           if(dir == LEFT)
288             base.x -= 24;
289           else
290             base.x += 24;
291           old_base = base;
292
293           mode=KICK;
294           tux.kick_timer.start(KICKING_TIME);
295           set_sprite(img_laptop_flat_left, img_laptop_flat_right);
296           physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
297           play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
298         }
299     }
300
301   if (!dying)
302     {
303       int changed = dir;
304       check_horizontal_bump();
305       if(mode == KICK && changed != dir)
306         {
307           /* handle stereo sound (number 10 should be tweaked...)*/
308           if (base.x < scroll_x + screen->w/2 - 10)
309             play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
310           else if (base.x > scroll_x + screen->w/2 + 10)
311             play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
312           else
313             play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
314         }
315     }
316
317   /* Handle mode timer: */
318   if (mode == FLAT)
319     {
320       if(!timer.check())
321         {
322           mode = NORMAL;
323           set_sprite(img_laptop_left, img_laptop_right);
324           physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
325         }
326     }
327 }
328
329 void
330 BadGuy::check_horizontal_bump(bool checkcliff)
331 {
332     float halfheight = base.height / 2;
333     if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
334     {
335         dir = RIGHT;
336         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
337         return;
338     }
339     if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
340     {
341         dir = LEFT;
342         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
343         return;
344     }
345
346     // don't check for cliffs when we're falling
347     if(!checkcliff)
348         return;
349     if(!issolid(base.x + base.width/2, base.y + base.height))
350         return;
351     
352     if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
353     {
354         dir = RIGHT;
355         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
356         return;
357     }
358     if(dir == RIGHT && !issolid(base.x + base.width,
359                 (int) base.y + base.height + halfheight))
360     {
361         dir = LEFT;
362         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
363         return;
364     }
365 }
366
367 void
368 BadGuy::fall()
369 {
370   /* Fall if we get off the ground: */
371   if (dying != DYING_FALLING)
372     {
373       if (!issolid(base.x+base.width/2, base.y + base.height))
374         {
375           // not solid below us? enable gravity
376           physic.enable_gravity(true);
377         }
378       else
379         {
380           /* Land: */
381           if (physic.get_velocity_y() < 0)
382             {
383               base.y = int((base.y + base.height)/32) * 32 - base.height;
384               physic.set_velocity_y(0);
385             }
386           // no gravity anymore please
387           physic.enable_gravity(false);
388
389           if (stay_on_platform && mode == NORMAL)
390             {
391               if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
392                            base.y + base.height))
393                 {
394                   physic.set_velocity_x(-physic.get_velocity_x());
395                   if (dir == LEFT)
396                     dir = RIGHT;
397                   else
398                     dir = LEFT;
399                 }
400             }
401         }
402     }
403   else
404     {
405       physic.enable_gravity(true);
406     }
407 }
408
409 void
410 BadGuy::remove_me()
411 {
412   removable = true;
413 }
414
415 void
416 BadGuy::action_money(float frame_ratio)
417 {
418   if (fabsf(physic.get_velocity_y()) < 2.5f)
419     set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
420   else if (physic.get_velocity_y() < 0)
421     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
422   else 
423     set_sprite(img_jumpy_left_down, img_jumpy_left_down);
424
425   Player& tux = *World::current()->get_tux();
426
427   static const float JUMPV = 6;
428     
429   fall();
430   // jump when on ground
431   if(dying == DYING_NOT && issolid(base.x, base.y+32))
432     {
433       physic.set_velocity_y(JUMPV);
434       physic.enable_gravity(true);
435
436       mode = MONEY_JUMP;
437     }
438   else if(mode == MONEY_JUMP)
439     {
440       mode = NORMAL;
441     }
442
443   // set direction based on tux
444   if(tux.base.x > base.x)
445     dir = RIGHT;
446   else
447     dir = LEFT;
448
449   // move
450   physic.apply(frame_ratio, base.x, base.y);
451   if(dying == DYING_NOT)
452     collision_swept_object_map(&old_base, &base);
453 }
454
455 void
456 BadGuy::action_mrbomb(float frame_ratio)
457 {
458   if (dying == DYING_NOT)
459     check_horizontal_bump(true);
460
461   fall();
462
463   physic.apply(frame_ratio, base.x, base.y);
464   if (dying != DYING_FALLING)
465     collision_swept_object_map(&old_base,&base); 
466 }
467
468 void
469 BadGuy::action_bomb(float frame_ratio)
470 {
471   static const int TICKINGTIME = 1000;
472   static const int EXPLODETIME = 1000;
473     
474   fall();
475
476   if(mode == NORMAL) {
477     mode = BOMB_TICKING;
478     timer.start(TICKINGTIME);
479   } else if(!timer.check()) {
480     if(mode == BOMB_TICKING) {
481       mode = BOMB_EXPLODE;
482       set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
483       dying = DYING_NOT; // now the bomb hurts
484       timer.start(EXPLODETIME);
485
486       /* play explosion sound */  // FIXME: is the stereo all right? maybe we should use player cordinates...
487       if (base.x < scroll_x + screen->w/2 - 10)
488         play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
489       else if (base.x > scroll_x + screen->w/2 + 10)
490         play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
491       else
492         play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
493
494     } else if(mode == BOMB_EXPLODE) {
495       remove_me();
496       return;
497     }
498   }
499
500   // move
501   physic.apply(frame_ratio, base.x, base.y);                 
502   collision_swept_object_map(&old_base,&base);
503 }
504
505 void
506 BadGuy::action_stalactite(float frame_ratio)
507 {
508   Player& tux = *World::current()->get_tux();
509
510   static const int SHAKETIME = 800;
511   static const int RANGE = 40;
512     
513   if(mode == NORMAL) {
514     // start shaking when tux is below the stalactite and at least 40 pixels
515     // near
516     if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
517             && tux.base.y + tux.base.height > base.y) {
518       timer.start(SHAKETIME);
519       mode = STALACTITE_SHAKING;
520     }
521   } if(mode == STALACTITE_SHAKING) {
522     base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
523     if(!timer.check()) {
524       mode = STALACTITE_FALL;
525     }
526   } else if(mode == STALACTITE_FALL) {
527     fall();
528     /* Destroy if we collides with land */
529     if(issolid(base.x+base.width/2, base.y+base.height))
530     {
531       timer.start(2000);
532       dying = DYING_SQUISHED;
533       mode = FLAT;
534       set_sprite(img_stalactite_broken, img_stalactite_broken);
535     }
536   } else if(mode == FLAT) {
537     fall();
538   }
539
540   // move
541   physic.apply(frame_ratio, base.x, base.y);
542
543   if(dying == DYING_SQUISHED && !timer.check())
544     remove_me();
545 }
546
547 void
548 BadGuy::action_flame(float frame_ratio)
549 {
550     static const float radius = 100;
551     static const float speed = 0.02;
552     base.x = old_base.x + cos(base.ym) * radius;
553     base.y = old_base.y + sin(base.ym) * radius;
554
555     base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
556 }
557
558 void
559 BadGuy::action_fish(float frame_ratio)
560 {
561   static const float JUMPV = 6;
562   static const int WAITTIME = 1000;
563     
564   // go in wait mode when back in water
565   if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
566         && physic.get_velocity_y() <= 0 && mode == NORMAL)
567     {
568       mode = FISH_WAIT;
569       set_sprite(0, 0);
570       physic.set_velocity(0, 0);
571       physic.enable_gravity(false);
572       timer.start(WAITTIME);
573     }
574   else if(mode == FISH_WAIT && !timer.check())
575     {
576       // jump again
577       set_sprite(img_fish, img_fish);
578       mode = NORMAL;
579       physic.set_velocity(0, JUMPV);
580       physic.enable_gravity(true);
581     }
582
583   physic.apply(frame_ratio, base.x, base.y);
584   if(dying == DYING_NOT)
585     collision_swept_object_map(&old_base, &base);
586
587   if(physic.get_velocity_y() < 0)
588     set_sprite(img_fish_down, img_fish_down);
589 }
590
591 void
592 BadGuy::action_bouncingsnowball(float frame_ratio)
593 {
594   static const float JUMPV = 4.5;
595     
596   fall();
597
598   // jump when on ground
599   if(dying == DYING_NOT && issolid(base.x, base.y+32))
600     {
601       physic.set_velocity_y(JUMPV);
602       physic.enable_gravity(true);
603     }                                                     
604   else
605     {
606       mode = NORMAL;
607     }
608
609   // check for right/left collisions
610   check_horizontal_bump();
611
612   physic.apply(frame_ratio, base.x, base.y);
613   if(dying == DYING_NOT)
614     collision_swept_object_map(&old_base, &base);
615
616   // Handle dying timer:
617   if (dying == DYING_SQUISHED && !timer.check())
618     {
619       /* Remove it if time's up: */
620       remove_me();
621       return;
622     }
623 }
624
625 void
626 BadGuy::action_flyingsnowball(float frame_ratio)
627 {
628   static const float FLYINGSPEED = 1;
629   static const int DIRCHANGETIME = 1000;
630     
631   // go into flyup mode if none specified yet
632   if(dying == DYING_NOT && mode == NORMAL) {
633     mode = FLY_UP;
634     physic.set_velocity_y(FLYINGSPEED);
635     timer.start(DIRCHANGETIME/2);
636   }
637
638   if(dying == DYING_NOT && !timer.check()) {
639     if(mode == FLY_UP) {
640       mode = FLY_DOWN;
641       physic.set_velocity_y(-FLYINGSPEED);
642     } else if(mode == FLY_DOWN) {
643       mode = FLY_UP;
644       physic.set_velocity_y(FLYINGSPEED);
645     }
646     timer.start(DIRCHANGETIME);
647   }
648
649   if(dying != DYING_NOT)
650     physic.enable_gravity(true);
651
652   physic.apply(frame_ratio, base.x, base.y);
653   if(dying == DYING_NOT || dying == DYING_SQUISHED)
654     collision_swept_object_map(&old_base, &base);
655
656   // Handle dying timer:
657   if (dying == DYING_SQUISHED && !timer.check())
658     {
659       /* Remove it if time's up: */
660       remove_me();
661       return;
662     }                                                          
663 }
664
665 void
666 BadGuy::action_spiky(float frame_ratio)
667 {
668   if (dying == DYING_NOT)
669     check_horizontal_bump();
670
671   fall();
672 #if 0
673   // jump when we're about to fall
674   if (physic.get_velocity_y() == 0 && 
675           !issolid(base.x+base.width/2, base.y + base.height)) {
676     physic.enable_gravity(true);
677     physic.set_velocity_y(2);
678   }
679 #endif
680
681   physic.apply(frame_ratio, base.x, base.y);
682   if (dying != DYING_FALLING)
683     collision_swept_object_map(&old_base,&base);   
684 }
685
686 void
687 BadGuy::action_snowball(float frame_ratio)
688 {
689   if (dying == DYING_NOT)
690     check_horizontal_bump();
691
692   fall();
693
694   physic.apply(frame_ratio, base.x, base.y);
695   if (dying != DYING_FALLING)
696     collision_swept_object_map(&old_base,&base);
697 }
698
699 void
700 BadGuy::action(float frame_ratio)
701 {
702   // Remove if it's far off the screen:
703   if (base.x < scroll_x - OFFSCREEN_DISTANCE)
704     {
705       remove_me();                                                
706       return;
707     }
708
709   // BadGuy fall below the ground
710   if (base.y > screen->h) {
711     remove_me();
712     return;
713   }
714
715   // Once it's on screen, it's activated!
716   if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
717     seen = true;
718
719   if(!seen)
720     return;
721
722   switch (kind)
723     {
724     case BAD_BSOD:
725       action_bsod(frame_ratio);
726       break;
727
728     case BAD_LAPTOP:
729       action_laptop(frame_ratio);
730       break;
731   
732     case BAD_MONEY:
733       action_money(frame_ratio);
734       break;
735
736     case BAD_MRBOMB:
737       action_mrbomb(frame_ratio);
738       break;
739     
740     case BAD_BOMB:
741       action_bomb(frame_ratio);
742       break;
743
744     case BAD_STALACTITE:
745       action_stalactite(frame_ratio);
746       break;
747
748     case BAD_FLAME:
749       action_flame(frame_ratio);
750       break;
751
752     case BAD_FISH:
753       action_fish(frame_ratio);
754       break;
755
756     case BAD_BOUNCINGSNOWBALL:
757       action_bouncingsnowball(frame_ratio);
758       break;
759
760     case BAD_FLYINGSNOWBALL:
761       action_flyingsnowball(frame_ratio);
762       break;
763
764     case BAD_SPIKY:
765       action_spiky(frame_ratio);
766       break;
767
768     case BAD_SNOWBALL:
769       action_snowball(frame_ratio);
770       break;
771     }
772 }
773
774 void
775 BadGuy::draw()
776 {
777   // Don't try to draw stuff that is outside of the screen
778   if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
779     return;
780   
781   if(sprite_left == 0 || sprite_right == 0)
782     {
783       return;
784     }
785
786   Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
787   sprite->draw(base.x - scroll_x, base.y);
788
789   if (debug_mode)
790     fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
791 }
792
793 void
794 BadGuy::set_sprite(Sprite* left, Sprite* right) 
795 {
796   if (1)
797     {
798       base.width = 32;
799       base.height = 32;
800     }
801   else
802     {
803       // FIXME: Using the image size for the physics and collision is
804       // a bad idea, since images should always overlap there physical
805       // representation
806       if(left != 0) {
807         if(base.width == 0 && base.height == 0) {
808           base.width  = left->get_width();
809           base.height = left->get_height();
810         } else if(base.width != left->get_width() || base.height != left->get_height()) {
811           base.x -= (left->get_width() - base.width) / 2;
812           base.y -= left->get_height() - base.height;
813           base.width = left->get_width();
814           base.height = left->get_height();
815           old_base = base;
816         }
817       } else {
818         base.width = base.height = 0;
819       }
820     }
821
822   animation_offset = 0;
823   sprite_left  = left;
824   sprite_right = right;
825 }
826
827 void
828 BadGuy::bump()
829 {
830   if(kind == BAD_BSOD || kind == BAD_LAPTOP || kind == BAD_MRBOMB
831       || kind == BAD_BOUNCINGSNOWBALL) {
832     kill_me();
833   }
834 }
835
836 void
837 BadGuy::make_player_jump(Player* player)
838 {
839   player->physic.set_velocity_y(2);
840   player->base.y = base.y - player->base.height - 2;
841 }
842
843 void
844 BadGuy::squish_me(Player* player)
845 {
846   make_player_jump(player);
847     
848   World::current()->add_score(base.x - scroll_x,
849                               base.y, 50 * player_status.score_multiplier);
850   play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
851   player_status.score_multiplier++;
852
853   dying = DYING_SQUISHED;
854   timer.start(2000);
855   physic.set_velocity(0, 0);
856 }
857
858 void
859 BadGuy::squish(Player* player)
860 {
861   if(kind == BAD_MRBOMB) {
862     // mrbomb transforms into a bomb now
863     World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
864     
865     make_player_jump(player);
866     World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
867     play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
868     player_status.score_multiplier++;
869     remove_me();
870     return;
871
872   } else if(kind == BAD_BSOD) {
873     squish_me(player);
874     set_sprite(img_bsod_squished_left, img_bsod_squished_right);
875     physic.set_velocity_x(0);
876     return;
877       
878   } else if (kind == BAD_LAPTOP) {
879     if (mode == NORMAL || mode == KICK)
880       {
881         /* Flatten! */
882         play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
883         mode = FLAT;
884         set_sprite(img_laptop_flat_left, img_laptop_flat_right);
885         physic.set_velocity_x(0);
886
887         timer.start(4000);
888       } else if (mode == FLAT) {
889         /* Kick! */
890         play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
891
892         if (player->base.x < base.x + (base.width/2)) {
893           physic.set_velocity_x(5);
894           dir = RIGHT;
895         } else {
896           physic.set_velocity_x(-5);
897           dir = LEFT;
898         }
899
900         mode = KICK;
901         set_sprite(img_laptop_flat_left, img_laptop_flat_right);
902       }
903
904     make_player_jump(player);
905               
906     World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
907     player_status.score_multiplier++;
908     return;
909   } else if(kind == BAD_FISH) {
910     // fish can only be killed when falling down
911     if(physic.get_velocity_y() >= 0)
912       return;
913       
914     make_player_jump(player);
915               
916     World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
917     player_status.score_multiplier++;
918      
919     // simply remove the fish...
920     remove_me();
921     return;
922   } else if(kind == BAD_BOUNCINGSNOWBALL) {
923     squish_me(player);
924     set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
925     return;
926   } else if(kind == BAD_FLYINGSNOWBALL) {
927     squish_me(player);
928     set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
929     return;
930   } else if(kind == BAD_SNOWBALL) {
931     squish_me(player);
932     set_sprite(img_snowball_squished_left, img_snowball_squished_right);
933     return;
934   }
935 }
936
937 void
938 BadGuy::kill_me()
939 {
940   if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
941     return;
942
943   dying = DYING_FALLING;
944   if(kind == BAD_LAPTOP)
945     set_sprite(img_laptop_falling_left, img_laptop_falling_right);
946   else if(kind == BAD_BSOD)
947     set_sprite(img_bsod_falling_left, img_bsod_falling_right);
948   
949   physic.enable_gravity(true);
950   physic.set_velocity_y(0);
951
952   /* Gain some points: */
953   if (kind == BAD_BSOD)
954     World::current()->add_score(base.x - scroll_x, base.y,
955                     50 * player_status.score_multiplier);
956   else 
957     World::current()->add_score(base.x - scroll_x, base.y,                                 
958                     25 * player_status.score_multiplier);
959
960   /* Play death sound: */
961   play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
962 }
963
964 void
965 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
966 {
967   BadGuy* pbad_c    = NULL;
968
969   if(type == COLLISION_BUMP) {
970     bump();
971     return;
972   }
973
974   if(type == COLLISION_SQUISH) {
975     Player* player = static_cast<Player*>(p_c_object);
976     squish(player);
977     return;
978   }
979
980   /* COLLISION_NORMAL */
981   switch (c_object)
982     {
983     case CO_BULLET:
984       kill_me();
985       break;
986
987     case CO_BADGUY:
988       pbad_c = (BadGuy*) p_c_object;
989
990       /* If we're a kicked mriceblock, kill any badguys we hit */
991       if(kind == BAD_LAPTOP && mode == KICK &&
992             pbad_c->kind != BAD_FLAME && pbad_c->kind != BAD_BOMB)
993         {
994           pbad_c->kill_me();
995         }
996
997       /* Kill badguys that run into exploding bomb */
998       else if (kind == BAD_BOMB && dying == DYING_NOT)
999       {
1000         if (pbad_c->kind == BAD_MRBOMB)
1001         {
1002           // FIXME: this is where other MrBombs *should* explode istead of dying
1003           pbad_c->kill_me(); 
1004         }
1005         else if (pbad_c->kind != BAD_BOMB)
1006         {
1007           pbad_c->kill_me();
1008         }
1009       }
1010
1011       /* Kill any badguys that get hit by stalactite */
1012       else if (kind == BAD_STALACTITE && dying == DYING_NOT)
1013       {
1014         pbad_c->kill_me();
1015       }
1016
1017       /* When enemies run into eachother, make them change directions */
1018       else
1019       {
1020         // Jumpy is an exception
1021         if (pbad_c->kind == BAD_MONEY)
1022           break;
1023
1024         // Bounce off of other badguy if we land on top of him
1025         if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1026         {
1027           Direction old_dir = dir;
1028           if (pbad_c->dir == LEFT)
1029             dir = RIGHT;
1030           else if (pbad_c->dir == RIGHT)
1031             dir = LEFT;
1032
1033           if (dir != old_dir)
1034             physic.inverse_velocity_x();
1035
1036           physic.set_velocity(fabs(physic.get_velocity_x()), 2);
1037
1038           break;
1039         }
1040         else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1041           break;
1042
1043         if (dir == LEFT)
1044           dir = RIGHT;
1045         else if (dir == RIGHT)
1046           dir = LEFT;
1047
1048         physic.inverse_velocity_x();
1049       }
1050       
1051       break;
1052
1053     case CO_PLAYER:
1054       Player* player = static_cast<Player*>(p_c_object);
1055       /* Get kicked if were flat */
1056       if (mode == FLAT && !dying)
1057       {
1058         play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1059
1060         // Hit from left side
1061         if (player->base.x < base.x) {
1062           physic.set_velocity_x(5);
1063           dir = RIGHT;
1064         }
1065         // Hit from right side
1066         else {
1067           physic.set_velocity_x(-5);
1068           dir = LEFT;
1069         }
1070
1071         mode = KICK;
1072         set_sprite(img_laptop_flat_left, img_laptop_flat_right);
1073       }
1074       break;
1075
1076     }
1077 }
1078
1079 //---------------------------------------------------------------------------
1080
1081 void load_badguy_gfx()
1082 {
1083   img_bsod_squished_left = sprite_manager->load("bsod-squished-left");
1084   img_bsod_squished_right = sprite_manager->load("bsod-squished-right");
1085   img_bsod_falling_left = sprite_manager->load("bsod-falling-left");
1086   img_bsod_falling_right = sprite_manager->load("bsod-falling-right");
1087   img_laptop_flat_left = sprite_manager->load("laptop-flat-left");
1088   img_laptop_flat_right = sprite_manager->load("laptop-flat-right");
1089   img_laptop_falling_left = sprite_manager->load("laptop-falling-left");
1090   img_laptop_falling_right = sprite_manager->load("laptop-falling-right");
1091   img_bsod_left = sprite_manager->load("bsod-left");
1092   img_bsod_right = sprite_manager->load("bsod-right");
1093   img_laptop_left = sprite_manager->load("laptop-left");
1094   img_laptop_right = sprite_manager->load("laptop-right");
1095   img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1096   img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1097   img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1098   img_mrbomb_left = sprite_manager->load("mrbomb-left");
1099   img_mrbomb_right = sprite_manager->load("mrbomb-right");
1100   img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1101   img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1102   img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1103   img_stalactite = sprite_manager->load("stalactite");
1104   img_stalactite_broken = sprite_manager->load("stalactite-broken");
1105   img_flame = sprite_manager->load("flame");
1106   img_fish = sprite_manager->load("fish");
1107   img_fish_down = sprite_manager->load("fish-down");
1108   img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1109   img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1110   img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1111   img_flyingsnowball = sprite_manager->load("flyingsnowball");
1112   img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1113   img_spiky_left = sprite_manager->load("spiky-left");
1114   img_spiky_right = sprite_manager->load("spiky-right");
1115   img_snowball_left = sprite_manager->load("snowball-left");
1116   img_snowball_right = sprite_manager->load("snowball-right");
1117   img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1118   img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1119 }
1120
1121 void free_badguy_gfx()
1122 {
1123 }
1124
1125 // EOF //