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