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