Updated bonus levels from 0.1.2.
[supertux.git] / src / badguy.cpp
index 87ef1b7..5b762bb 100644 (file)
 //  02111-1307, USA.
 
 #include <iostream>
-#include <math.h>
+#include <cmath>
 
-#include "globals.h"
+#include "app/globals.h"
 #include "defines.h"
+#include "special/sprite_manager.h"
+#include "utils/lispwriter.h"
 #include "badguy.h"
 #include "tile.h"
 #include "resources.h"
-#include "sprite_manager.h"
-#include "world.h"
 #include "camera.h"
-#include "lispwriter.h"
 #include "level.h"
+#include "sector.h"
+#include "tilemap.h"
 
 Sprite* img_mriceblock_flat_left;
 Sprite* img_mriceblock_flat_right;
@@ -106,8 +107,7 @@ BadGuyKind  badguykind_from_string(const std::string& str)
     return BAD_WALKINGTREE;
   else
     {
-      printf("Couldn't convert badguy: '%s'\n", str.c_str());
-      return BAD_SNOWBALL;
+      return BAD_INVALID;
     }
 }
 
@@ -158,13 +158,13 @@ std::string badguykind_to_string(BadGuyKind kind)
 BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
   : removable(false), squishcount(0)
 {
-  lispreader.read_float("x", &start_position.x);
-  lispreader.read_float("y", &start_position.y);
+  lispreader.read_float("x", start_position.x);
+  lispreader.read_float("y", start_position.y);
 
   kind     = kind_;
 
   stay_on_platform = false;
-  lispreader.read_bool("stay-on-platform", &stay_on_platform);  
+  lispreader.read_bool("stay-on-platform", stay_on_platform);
 
   init();
 }
@@ -206,6 +206,7 @@ BadGuy::init()
   timer.init(true);
 
   // if we're in a solid tile at start correct that now
+  if(Sector::current()) {
   if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) 
     {
       std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind) 
@@ -214,8 +215,8 @@ BadGuy::init()
         --base.y;
     }
 
-  if(World::current()->camera) {
-    Vector scroll = World::current()->camera->get_translation();
+  if(Sector::current()->camera) {
+    Vector scroll = Sector::current()->camera->get_translation();
 
     if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
         start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
@@ -223,6 +224,10 @@ BadGuy::init()
         start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
       activate(LEFT);
     }
+  } } else {
+    if(start_position.x > 0 && start_position.x <= screen->w
+        && start_position.y > 0 && start_position.y <= screen->h)
+      activate(LEFT);
   }
 }
 
@@ -307,7 +312,7 @@ BadGuy::activate(Direction activation_dir)
 void
 BadGuy::action_mriceblock(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   if(mode != HELD)
     fall();
@@ -316,7 +321,7 @@ BadGuy::action_mriceblock(double elapsed_time)
   if (mode != HELD)
     {
       // move
-      physic.apply(elapsed_time, base.x, base.y);
+      physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
       if (dying != DYING_FALLING)
         collision_swept_object_map(&old_base,&base);
     }
@@ -352,7 +357,7 @@ BadGuy::action_mriceblock(double elapsed_time)
           tux.kick_timer.start(KICKING_TIME);
           set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
           physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
-          play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+          SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
         }
     }
 
@@ -362,15 +367,7 @@ BadGuy::action_mriceblock(double elapsed_time)
       check_horizontal_bump();
       if(mode == KICK && changed != dir)
         {
-          float scroll_x = World::current()->camera->get_translation().x;
-          
-          /* handle stereo sound (number 10 should be tweaked...)*/
-          if (base.x < scroll_x + screen->w/2 - 10)
-            play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
-          else if (base.x > scroll_x + screen->w/2 + 10)
-            play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
-          else
-            play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
+          SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
         }
     }
 
@@ -393,7 +390,7 @@ BadGuy::check_horizontal_bump(bool checkcliff)
     if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
     {
         if (kind == BAD_MRICEBLOCK && mode == KICK)
-            World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+            Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
             
         dir = RIGHT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@ -402,7 +399,8 @@ BadGuy::check_horizontal_bump(bool checkcliff)
     if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
     {
         if (kind == BAD_MRICEBLOCK && mode == KICK)
-            World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+            Sector::current()->trybreakbrick(
+                Vector(base.x + base.width, (int) base.y + halfheight), false);
             
         dir = LEFT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@ -496,7 +494,7 @@ BadGuy::action_jumpy(double elapsed_time)
   else
     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
 
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   static const float JUMPV = 6;
     
@@ -521,7 +519,7 @@ BadGuy::action_jumpy(double elapsed_time)
     dir = LEFT;
 
   // move
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(dying == DYING_NOT)
     collision_swept_object_map(&old_base, &base);
 }
@@ -540,7 +538,7 @@ BadGuy::action_mrbomb(double elapsed_time)
 
   fall();
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base); 
 }
@@ -563,16 +561,7 @@ BadGuy::action_bomb(double elapsed_time)
       dying = DYING_NOT; // now the bomb hurts
       timer.start(EXPLODETIME);
 
-      float scroll_x = World::current()->camera->get_translation().x;                 
-
-      /* play explosion sound */  // FIXME: is the stereo all right? maybe we should use player cordinates...
-      if (base.x < scroll_x + screen->w/2 - 10)
-        play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
-      else if (base.x > scroll_x + screen->w/2 + 10)
-        play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
-      else
-        play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
-
+      SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
     } else if(mode == BOMB_EXPLODE) {
       remove_me();
       return;
@@ -580,14 +569,14 @@ BadGuy::action_bomb(double elapsed_time)
   }
 
   // move
-  physic.apply(elapsed_time, base.x, base.y);                 
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);                 
   collision_swept_object_map(&old_base,&base);
 }
 
 void
 BadGuy::action_stalactite(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   static const int SHAKETIME = 800;
   static const int RANGE = 40;
@@ -596,7 +585,8 @@ BadGuy::action_stalactite(double elapsed_time)
     // start shaking when tux is below the stalactite and at least 40 pixels
     // near
     if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
-            && tux.base.y + tux.base.height > base.y) {
+            && tux.base.y + tux.base.height > base.y
+            && tux.dying == DYING_NOT) {
       timer.start(SHAKETIME);
       mode = STALACTITE_SHAKING;
     }
@@ -620,7 +610,7 @@ BadGuy::action_stalactite(double elapsed_time)
   }
 
   // move
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
   if(dying == DYING_SQUISHED && !timer.check())
     remove_me();
@@ -655,7 +645,8 @@ BadGuy::action_fish(double elapsed_time)
     
   // go in wait mode when back in water
   if(dying == DYING_NOT 
-      && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+      && gettile(base.x, base.y + base.height)
+      && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
       && physic.get_velocity_y() <= 0 && mode == NORMAL)
     {
       mode = FISH_WAIT;
@@ -673,7 +664,7 @@ BadGuy::action_fish(double elapsed_time)
       physic.enable_gravity(true);
     }
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(dying == DYING_NOT)
     collision_swept_object_map(&old_base, &base);
 
@@ -702,7 +693,7 @@ BadGuy::action_bouncingsnowball(double elapsed_time)
   // check for right/left collisions
   check_horizontal_bump();
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(dying == DYING_NOT)
     collision_swept_object_map(&old_base, &base);
 
@@ -738,7 +729,7 @@ BadGuy::action_flyingsnowball(double elapsed_time)
   if(dying != DYING_NOT)
     physic.enable_gravity(true);
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(dying == DYING_NOT || dying == DYING_SQUISHED)
     collision_swept_object_map(&old_base, &base);
 
@@ -769,7 +760,7 @@ BadGuy::action_spiky(double elapsed_time)
   }
 #endif
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base);   
 }
@@ -782,7 +773,7 @@ BadGuy::action_snowball(double elapsed_time)
 
   fall();
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base);
 
@@ -798,7 +789,7 @@ BadGuy::action_wingling(double elapsed_time)
     physic.enable_gravity(true);
   else
   {
-    Player& tux = *World::current()->get_tux();
+    Player& tux = *Sector::current()->player;
     int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
 
     if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
@@ -814,7 +805,7 @@ BadGuy::action_wingling(double elapsed_time)
       physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
   }
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
 
   // Handle dying timer:
@@ -827,30 +818,12 @@ BadGuy::action_wingling(double elapsed_time)
 void
 BadGuy::action_walkingtree(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
-  Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
-
   if (dying == DYING_NOT)
     check_horizontal_bump();
 
   fall();
 
-  if (mode == BGM_BIG)
-  {
-    if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
-    {
-      dir = RIGHT;
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-    else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
-    {
-      dir = LEFT;
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-  }
-  
-
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base);
 
@@ -862,11 +835,11 @@ BadGuy::action_walkingtree(double elapsed_time)
 void
 BadGuy::action(float elapsed_time)
 {
-  float scroll_x = World::current()->camera->get_translation().x;
-  float scroll_y = World::current()->camera->get_translation().y;
+  float scroll_x = Sector::current()->camera->get_translation().x;
+  float scroll_y = Sector::current()->camera->get_translation().y;
   
   // BadGuy fall below the ground
-  if (base.y > World::current()->get_level()->height * 32) {
+  if (base.y > Sector::current()->solids->get_height() * 32) {
     remove_me();
     return;
   }
@@ -979,19 +952,14 @@ BadGuy::draw(DrawingContext& context)
   if(sprite == 0)
     return;
 
-  sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
-#if 0
-  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
   if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
-    sprite->draw(viewport.world2screen(Vector(base.x, base.y)), SD_VERTICAL_FLIP);
+    sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
   else
-    sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
-#endif
+    sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
 
-  float scroll_x = context.get_translation().x;
-  float scroll_y = context.get_translation().y;
   if(debug_mode)
-    fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+    context.draw_filled_rect(Vector(base.x, base.y),
+        Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
 }
 
 void
@@ -1041,20 +1009,14 @@ BadGuy::bump()
 }
 
 void
-BadGuy::make_player_jump(Player* player)
-{
-  player->physic.set_velocity_y(2);
-  player->base.y = base.y - player->base.height - 2;
-}
-
-void
 BadGuy::squish_me(Player* player)
 {
-  make_player_jump(player);
+  player->bounce(this);
     
-  World::current()->add_score(Vector(base.x, base.y),
+  Sector::current()->add_score(Vector(base.x, base.y),
                               50 * player_status.score_multiplier);
-  play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+
+  SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
   player_status.score_multiplier++;
 
   dying = DYING_SQUISHED;
@@ -1071,10 +1033,10 @@ BadGuy::squish(Player* player)
     // mrbomb transforms into a bomb now
     explode(false);
     
-    make_player_jump(player);
-    World::current()->add_score(Vector(base.x, base.y),
+    player->bounce(this);
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 50 * player_status.score_multiplier);
-    play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+    SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
     player_status.score_multiplier++;
     return;
 
@@ -1082,7 +1044,7 @@ BadGuy::squish(Player* player)
     if (mode == NORMAL || mode == KICK)
       {
         /* Flatten! */
-        play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
         mode = FLAT;
         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
         physic.set_velocity_x(0);
@@ -1090,7 +1052,7 @@ BadGuy::squish(Player* player)
         timer.start(4000);
       } else if (mode == FLAT) {
         /* Kick! */
-        play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
 
         if (player->base.x < base.x + (base.width/2)) {
           physic.set_velocity_x(5);
@@ -1105,7 +1067,7 @@ BadGuy::squish(Player* player)
         set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
       }
 
-    make_player_jump(player);
+    player->bounce(this);
 
     player_status.score_multiplier++;
 
@@ -1122,9 +1084,9 @@ BadGuy::squish(Player* player)
     if(physic.get_velocity_y() >= 0)
       return;
       
-    make_player_jump(player);
+    player->bounce(this);
              
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 25 * player_status.score_multiplier);
     player_status.score_multiplier++;
      
@@ -1151,12 +1113,18 @@ BadGuy::squish(Player* player)
     {
       set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
       physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
+
+      /* Move to the player's direction */
+      if(dir != Sector::current()->player->dir)
+        physic.set_velocity_x(-physic.get_velocity_x());
+      dir = Sector::current()->player->dir;
+
       // XXX magic number: 66 is BGM_BIG height
 
-      make_player_jump(player);
+      player->bounce(this);
       base.y += 66 - base.height;
              
-      World::current()->add_score(Vector(base.x, base.y),
+      Sector::current()->add_score(Vector(base.x, base.y),
                                 25 * player_status.score_multiplier);
       player_status.score_multiplier++;
 
@@ -1178,7 +1146,7 @@ BadGuy::kill_me(int score)
     set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
     if(mode == HELD) {
       mode = NORMAL;
-      Player& tux = *World::current()->get_tux();  
+      Player& tux = *Sector::current()->player;
       tux.holding_something = false;
     }
   }
@@ -1187,17 +1155,17 @@ BadGuy::kill_me(int score)
 
   /* Gain some points: */
   if (score != 0)
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 score * player_status.score_multiplier);
 
   /* Play death sound: */
-  play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+  SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
 }
 
 void
 BadGuy::explode(bool right_way)
 {
-  BadGuy *badguy = World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
   if(right_way)
     {
     badguy->timer.start(0);
@@ -1334,9 +1302,9 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
               dir = RIGHT;
               physic.set_velocity_x(fabsf(physic.get_velocity_x()));
 
-              // in case badguys get "jammed"
-              if (physic.get_velocity_x() != 0)
-                base.x = pbad_c->base.x + pbad_c->base.width;
+              // Put bad guys a part (or they get jammed)
+              // only needed to do to one of them
+              base.x = pbad_c->base.x + pbad_c->base.width + 1;
             }
             else if (dir == RIGHT)
             {
@@ -1354,7 +1322,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
       /* Get kicked if were flat */
       if (mode == FLAT && !dying)
       {
-        play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+        SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
 
         // Hit from left side
         if (player->base.x < base.x) {