more fixes
[supertux.git] / src / badguy.cpp
index 4649386..5e496ec 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 "scene.h"
-#include "screen.h"
-#include "world.h"
 #include "tile.h"
 #include "resources.h"
-#include "sprite_manager.h"
-
-Sprite* img_bsod_squished_left;
-Sprite* img_bsod_squished_right;
-Sprite* img_bsod_falling_left;
-Sprite* img_bsod_falling_right;
-Sprite* img_mriceblock_flat_left;
-Sprite* img_mriceblock_flat_right;
-Sprite* img_mriceblock_falling_left;
-Sprite* img_mriceblock_falling_right;
-Sprite* img_bsod_left;
-Sprite* img_bsod_right;
-Sprite* img_mriceblock_left;
-Sprite* img_mriceblock_right;
-Sprite* img_jumpy_left_up;
-Sprite* img_jumpy_left_down;
-Sprite* img_jumpy_left_middle;
-Sprite* img_mrbomb_left;
-Sprite* img_mrbomb_right;
-Sprite* img_mrbomb_ticking_left;
-Sprite* img_mrbomb_ticking_right;
-Sprite* img_mrbomb_explosion;
-Sprite* img_stalactite;
-Sprite* img_stalactite_broken;
-Sprite* img_flame;
-Sprite* img_fish;
-Sprite* img_fish_down;
-Sprite* img_bouncingsnowball_left;
-Sprite* img_bouncingsnowball_right;
-Sprite* img_bouncingsnowball_squished;
-Sprite* img_flyingsnowball;
-Sprite* img_flyingsnowball_squished;
-Sprite* img_spiky_left;
-Sprite* img_spiky_right;
-Sprite* img_snowball_left;
-Sprite* img_snowball_right;
-Sprite* img_snowball_squished_left;
-Sprite* img_snowball_squished_right;
+#include "camera.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "statistics.h"
+#include "badguy_specs.h"
 
 #define BADGUY_WALK_SPEED .8f
+#define WINGLING_FLY_SPEED 1.6f
 
 BadGuyKind  badguykind_from_string(const std::string& str)
 {
-  if (str == "money" || str == "jumpy") // was money in old maps
+  if (str == "jumpy" || str == "money") // was "money" in ancient versions
     return BAD_JUMPY;
-  else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
+  else if (str == "mriceblock" || str == "laptop") // was "laptop" in ancient versions
     return BAD_MRICEBLOCK;
-  else if (str == "bsod")
-    return BAD_BSOD;
   else if (str == "mrbomb")
     return BAD_MRBOMB;
   else if (str == "stalactite")
@@ -88,18 +54,25 @@ BadGuyKind  badguykind_from_string(const std::string& str)
     return BAD_FLAME;
   else if (str == "fish")
     return BAD_FISH;
+  else if (str == "flamefish")
+    return BAD_FLAMEFISH;
   else if (str == "bouncingsnowball")
     return BAD_BOUNCINGSNOWBALL;
   else if (str == "flyingsnowball")
     return BAD_FLYINGSNOWBALL;
   else if (str == "spiky")
     return BAD_SPIKY;
-  else if (str == "snowball")
+  else if (str == "snowball" || str == "bsod") // was "bsod" in ancient versions
     return BAD_SNOWBALL;
+  else if (str == "wingling")
+    return BAD_WINGLING;
+  else if (str == "walkingtree")
+    return BAD_WALKINGTREE;
+  else if(str == "bomb")  // not to be used as a real bad guys
+      return BAD_BOMB;
   else
     {
-      printf("Couldn't convert badguy: '%s'\n", str.c_str());
-      return BAD_BSOD;
+      return BAD_INVALID;
     }
 }
 
@@ -113,9 +86,6 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_MRICEBLOCK:
       return "mriceblock";
       break;
-    case BAD_BSOD:
-      return "bsod";
-      break;
     case BAD_MRBOMB:
       return "mrbomb";
       break;
@@ -128,6 +98,9 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_FISH:
       return "fish";
       break;
+    case BAD_FLAMEFISH:
+      return "flamefish";
+      break;
     case BAD_BOUNCINGSNOWBALL:
       return "bouncingsnowball";
       break;
@@ -140,125 +113,189 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_SNOWBALL:
       return "snowball";
       break;
+    case BAD_WINGLING:
+      return "wingling";
+      break;
+    case BAD_WALKINGTREE:
+      return "walkingtree";
+    case BAD_BOMB:  // not to be used as a real bad guys
+      return "bomb";
+      break;
     default:
-      return "bsod";
+      return "snowball";
     }
 }
 
-BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
   : removable(false), squishcount(0)
 {
-  base.x   = x;
-  base.y   = y;    
-  base.width  = 0;
-  base.height = 0;
-  base.xm  = 0;
-  base.ym  = 0;
-
-  stay_on_platform = stay_on_platform_;
-  mode     = NORMAL;
-  dying    = DYING_NOT;
+  lispreader.read_float("x", start_position.x);
+  lispreader.read_float("y", start_position.y);
+
+  kind     = kind_;
+
+  stay_on_platform = false;
+  lispreader.read_bool("stay-on-platform", stay_on_platform);
+
+  init();
+}
+
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+  : removable(false), squishcount(0)
+{
+  start_position.x = x;
+  start_position.y = y;
+  stay_on_platform = false;
+
   kind     = kind_;
+  
+  init();
+}
+
+BadGuy::~BadGuy()
+{
+}
+
+void
+BadGuy::init()
+{
+  base.x = start_position.x;
+  base.y = start_position.y;
+  base.width  = 32;
+  base.height = 32;
+  
+  mode     = NORMAL;
   old_base = base;
   dir      = LEFT;
   seen     = false;
   animation_offset = 0;
-  sprite_left = sprite_right = 0;
+  target.x = target.y = -1;
+  physic.reset();
+  frozen_timer.init(true);
+  timer.init(true);
+
+  specs = badguyspecs_manager->load(badguykind_to_string(kind));
+
+  // if we're in a solid tile at start correct that now
+  if(Sector::current()) {
+  if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base)) 
+    {
+      std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind) 
+                << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
+      while(collision_object_map(base))
+        --base.y;
+    }
+  }
+}
+
+void
+BadGuy::write(LispWriter& writer)
+{
+  writer.start_list(badguykind_to_string(kind));
+
+  writer.write_float("x", base.x);
+  writer.write_float("y", base.y);
+  writer.write_bool("stay-on-platform", stay_on_platform);  
+
+  writer.end_list(badguykind_to_string(kind));
+}
+
+void
+BadGuy::activate(Direction activation_dir)
+{
+  mode     = NORMAL;
+  animation_offset = 0;
+  target.x = target.y = -1;
   physic.reset();
+  frozen_timer.init(true);
   timer.init(true);
 
-  if(kind == BAD_BSOD) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
-    set_sprite(img_bsod_left, img_bsod_right);
-  } else if(kind == BAD_MRBOMB) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
-    set_sprite(img_mrbomb_left, img_mrbomb_right);
+  dying = DYING_NOT;
+  seen = true;
+
+  dir = activation_dir;
+  float dirsign = activation_dir == LEFT ? -1 : 1;
+
+  set_action("left", "right");
+  if(kind == BAD_MRBOMB) {
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
   } else if (kind == BAD_MRICEBLOCK) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
-    set_sprite(img_mriceblock_left, img_mriceblock_right);
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
   } else if(kind == BAD_JUMPY) {
-    set_sprite(img_jumpy_left_up, img_jumpy_left_up);
+    set_action("left-up", "right-up");
   } else if(kind == BAD_BOMB) {
-    set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
-    // hack so that the bomb doesn't hurt until it expldes...
+    set_action("ticking-left", "ticking-right");
+    // hack so that the bomb doesn't hurt until it expldes...           
     dying = DYING_SQUISHED;
   } else if(kind == BAD_FLAME) {
-    base.ym = 0; // we misuse base.ym as angle for the flame
+    angle = 0;
     physic.enable_gravity(false);
-    set_sprite(img_flame, img_flame);
+    set_action("normal", "normal");
   } else if(kind == BAD_BOUNCINGSNOWBALL) {
-    physic.set_velocity(-1.3, 0);
-    set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
+    physic.set_velocity(dirsign * 1.3, 0);
   } else if(kind == BAD_STALACTITE) {
     physic.enable_gravity(false);
-    set_sprite(img_stalactite, img_stalactite);
+    set_action("normal", "normal");
   } else if(kind == BAD_FISH) {
-    set_sprite(img_fish, img_fish);
+    set_action("normal", "normal");
+    physic.enable_gravity(true);
+  } else if(kind == BAD_FLAMEFISH) {
+    set_action("normal", "normal");
     physic.enable_gravity(true);
   } else if(kind == BAD_FLYINGSNOWBALL) {
-    set_sprite(img_flyingsnowball, img_flyingsnowball);
     physic.enable_gravity(false);
   } else if(kind == BAD_SPIKY) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
-    set_sprite(img_spiky_left, img_spiky_right);
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
   } else if(kind == BAD_SNOWBALL) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
-    set_sprite(img_snowball_left, img_snowball_right);
-  }
-
-  // if we're in a solid tile at start correct that now
-  if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) {
-    printf("Warning: badguy started in wall!.\n");
-    while(collision_object_map(base))
-      --base.y;
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+  } else if(kind == BAD_WINGLING) {
+    physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+    physic.enable_gravity(false);
+    set_action("left", "left");
+  } else if (kind == BAD_WALKINGTREE) {
+    // TODO: why isn't the height/width being set properly in set_action?
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+    mode = BGM_BIG;
+    set_action("left", "left");
+    base.width = 66;
+    base.height = 66;
   }
 }
 
-void
-BadGuy::action_bsod(float frame_ratio)
+Surface*
+BadGuy::get_image()
 {
-  static const float BSODJUMP = 2;
-    
-  if (dying == DYING_NOT)
-    check_horizontal_bump();
-
-  fall();
-
-  // jump when we're about to fall
-  if (physic.get_velocity_y() == 0 && 
-      !issolid(base.x+base.width/2, base.y + base.height)) 
-    {
-      physic.enable_gravity(true);
-      physic.set_velocity(physic.get_velocity_x(), BSODJUMP);
-    }
-
-  // Handle dying timer:
-  if (dying == DYING_SQUISHED && !timer.check())
-    {
-      /* Remove it if time's up: */
-      remove_me();
-      return;
-    }
-
-  // move
-  physic.apply(frame_ratio, base.x, base.y);
-  if(dying != DYING_FALLING)
-    collision_swept_object_map(&old_base, &base);
+// Set action as the "default" one.
+specs->sprite->set_action("left");
+if(BAD_JUMPY)
+  specs->sprite->set_action("left-up");
+else if(kind == BAD_BOMB)
+  specs->sprite->set_action("ticking-left");
+else if(kind == BAD_FLAME)
+  specs->sprite->set_action("normal");
+else if(kind == BAD_STALACTITE)
+  specs->sprite->set_action("normal");
+else if(kind == BAD_FISH)
+  specs->sprite->set_action("normal");
+else if(kind == BAD_FLAMEFISH)
+  specs->sprite->set_action("normal");
+
+return specs->sprite->get_frame(0);
 }
 
 void
-BadGuy::action_mriceblock(float frame_ratio)
+BadGuy::action_mriceblock(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
-  if(dying == DYING_NOT)
+  if(mode != HELD)
     fall();
   
   /* Move left/right: */
-  if (mode == NORMAL || mode == KICK)
+  if (mode != HELD)
     {
       // move
-      physic.apply(frame_ratio, 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);
     }
@@ -266,16 +303,23 @@ BadGuy::action_mriceblock(float frame_ratio)
     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
       /* If we're holding the iceblock */
       dir = tux.dir;
-      if(dir==RIGHT)
+      if(tux.size == SMALL)
         {
-          base.x = tux.base.x + 16;
-          base.y = tux.base.y + tux.base.height/1.5 - base.height;
+        if(dir == RIGHT)
+          base.x = tux.base.x + 24;
+        else // dir == LEFT
+          base.x = tux.base.x - 12;
+        base.y = tux.base.y + tux.base.height/1.5 - base.height;
         }
-      else /* facing left */
+      else // TUX == BIG
         {
-          base.x = tux.base.x - 16;
-          base.y = tux.base.y + tux.base.height/1.5 - base.height;
+        if(dir == RIGHT)
+          base.x = tux.base.x + 24;
+        else // dir == LEFT
+          base.x = tux.base.x - 4;
+        base.y = tux.base.y + tux.base.height/1.5 - base.height;
         }
+
       if(collision_object_map(base))
         {
           base.x = tux.base.x;
@@ -285,16 +329,16 @@ BadGuy::action_mriceblock(float frame_ratio)
       if(tux.input.fire != DOWN) /* SHOOT! */
         {
           if(dir == LEFT)
-            base.x -= 24;
+            base.x = tux.base.x - base.width;
           else
-            base.x += 24;
+            base.x = tux.base.x + tux.base.width;
           old_base = base;
 
           mode=KICK;
           tux.kick_timer.start(KICKING_TIME);
-          set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+          set_action("flat-left", "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());
         }
     }
 
@@ -304,13 +348,7 @@ BadGuy::action_mriceblock(float frame_ratio)
       check_horizontal_bump();
       if(mode == KICK && changed != dir)
         {
-          /* 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());
         }
     }
 
@@ -320,7 +358,7 @@ BadGuy::action_mriceblock(float frame_ratio)
       if(!timer.check())
         {
           mode = NORMAL;
-          set_sprite(img_mriceblock_left, img_mriceblock_right);
+          set_action("left", "right");
           physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
         }
     }
@@ -330,14 +368,28 @@ void
 BadGuy::check_horizontal_bump(bool checkcliff)
 {
     float halfheight = base.height / 2;
-    if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
+    if (dir == LEFT && issolid( base.x, base.y + halfheight))
     {
+        if (kind == BAD_MRICEBLOCK && mode == KICK)
+            {
+            Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
+            Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
+            }
+            
         dir = RIGHT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
         return;
     }
-    if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
+    if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
     {
+        if (kind == BAD_MRICEBLOCK && mode == KICK)
+            {
+            Sector::current()->trybreakbrick(
+                Vector(base.x + base.width, base.y + halfheight), false);
+            Sector::current()->tryemptybox(
+                Vector(base.x + base.width, base.y + halfheight), dir);
+            }
+            
         dir = LEFT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
         return;
@@ -391,11 +443,16 @@ BadGuy::fall()
               if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
                            base.y + base.height))
                 {
-                  physic.set_velocity_x(-physic.get_velocity_x());
                   if (dir == LEFT)
+                  {
                     dir = RIGHT;
+                    physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+                  } 
                   else
+                  {
                     dir = LEFT;
+                    physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+                  }
                 }
             }
         }
@@ -407,22 +464,25 @@ BadGuy::fall()
 }
 
 void
-BadGuy::remove_me()
+BadGuy::action_jumpy(double elapsed_time)
 {
-  removable = true;
-}
+  if(frozen_timer.check())
+    {
+    set_action("left-iced", "right-iced");
+    return;
+    }
 
-void
-BadGuy::action_jumpy(float frame_ratio)
-{
-  if (fabsf(physic.get_velocity_y()) < 2.5f)
-    set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
-  else if (physic.get_velocity_y() < 0)
-    set_sprite(img_jumpy_left_up, img_jumpy_left_up);
-  else 
-    set_sprite(img_jumpy_left_down, img_jumpy_left_down);
+  const float vy = physic.get_velocity_y();
 
-  Player& tux = *World::current()->get_tux();
+  // XXX: These tests *should* use location from ground, not velocity
+  if (fabsf(vy) > 5.6f)
+    set_action("left-down", "right-down");
+  else if (fabsf(vy) > 5.3f)
+    set_action("left-middle", "right-middle");
+  else
+    set_action("left-up", "right-up");
+
+  Player& tux = *Sector::current()->player;
 
   static const float JUMPV = 6;
     
@@ -441,32 +501,41 @@ BadGuy::action_jumpy(float frame_ratio)
     }
 
   // set direction based on tux
-  if(tux.base.x > base.x)
-    dir = RIGHT;
-  else
-    dir = LEFT;
+  if(dying == DYING_NOT)
+    {
+    if(tux.base.x > base.x)
+      dir = RIGHT;
+    else
+      dir = LEFT;
+    }
 
   // move
-  physic.apply(frame_ratio, 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);
 }
 
 void
-BadGuy::action_mrbomb(float frame_ratio)
+BadGuy::action_mrbomb(double elapsed_time)
 {
+  if(frozen_timer.check())
+    {
+    set_action("iced-left", "iced-right");
+    return;
+    }
+
   if (dying == DYING_NOT)
     check_horizontal_bump(true);
 
   fall();
 
-  physic.apply(frame_ratio, 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); 
 }
 
 void
-BadGuy::action_bomb(float frame_ratio)
+BadGuy::action_bomb(double elapsed_time)
 {
   static const int TICKINGTIME = 1000;
   static const int EXPLODETIME = 1000;
@@ -479,18 +548,11 @@ BadGuy::action_bomb(float frame_ratio)
   } else if(!timer.check()) {
     if(mode == BOMB_TICKING) {
       mode = BOMB_EXPLODE;
-      set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
+      set_action("explosion", "explosion");
       dying = DYING_NOT; // now the bomb hurts
       timer.start(EXPLODETIME);
 
-      /* 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;
@@ -498,14 +560,14 @@ BadGuy::action_bomb(float frame_ratio)
   }
 
   // move
-  physic.apply(frame_ratio, 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(float frame_ratio)
+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;
@@ -514,7 +576,8 @@ BadGuy::action_stalactite(float frame_ratio)
     // 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;
     }
@@ -531,42 +594,54 @@ BadGuy::action_stalactite(float frame_ratio)
       timer.start(2000);
       dying = DYING_SQUISHED;
       mode = FLAT;
-      set_sprite(img_stalactite_broken, img_stalactite_broken);
+      set_action("broken", "broken");
     }
   } else if(mode == FLAT) {
     fall();
   }
 
   // move
-  physic.apply(frame_ratio, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
 
   if(dying == DYING_SQUISHED && !timer.check())
     remove_me();
 }
 
 void
-BadGuy::action_flame(float frame_ratio)
+BadGuy::action_flame(double elapsed_time)
 {
     static const float radius = 100;
     static const float speed = 0.02;
-    base.x = old_base.x + cos(base.ym) * radius;
-    base.y = old_base.y + sin(base.ym) * radius;
+    base.x = old_base.x + cos(angle) * radius;
+    base.y = old_base.y + sin(angle) * radius;
 
-    base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
+    angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
 }
 
 void
-BadGuy::action_fish(float frame_ratio)
+BadGuy::action_fish(double elapsed_time)
 {
+  if(frozen_timer.check())
+    {
+    if(physic.get_velocity_y() < 0)
+      set_action("iced-down", "iced-down");
+    else
+      set_action("iced", "iced");
+
+    return;
+    }
+
   static const float JUMPV = 6;
   static const int WAITTIME = 1000;
     
   // go in wait mode when back in water
-  if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
-        && physic.get_velocity_y() <= 0 && mode == NORMAL)
+  if(dying == DYING_NOT 
+      && 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;
-      set_sprite(0, 0);
+      set_action("hide", "hide");
       physic.set_velocity(0, 0);
       physic.enable_gravity(false);
       timer.start(WAITTIME);
@@ -574,22 +649,24 @@ BadGuy::action_fish(float frame_ratio)
   else if(mode == FISH_WAIT && !timer.check())
     {
       // jump again
-      set_sprite(img_fish, img_fish);
+      set_action("normal", "normal");
       mode = NORMAL;
       physic.set_velocity(0, JUMPV);
       physic.enable_gravity(true);
     }
 
-  physic.apply(frame_ratio, 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);
 
   if(physic.get_velocity_y() < 0)
-    set_sprite(img_fish_down, img_fish_down);
+    {
+      set_action("down", "down");
+    }
 }
 
 void
-BadGuy::action_bouncingsnowball(float frame_ratio)
+BadGuy::action_bouncingsnowball(double elapsed_time)
 {
   static const float JUMPV = 4.5;
     
@@ -609,21 +686,17 @@ BadGuy::action_bouncingsnowball(float frame_ratio)
   // check for right/left collisions
   check_horizontal_bump();
 
-  physic.apply(frame_ratio, 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);
 
   // Handle dying timer:
   if (dying == DYING_SQUISHED && !timer.check())
-    {
-      /* Remove it if time's up: */
-      remove_me();
-      return;
-    }
+    remove_me();
 }
 
 void
-BadGuy::action_flyingsnowball(float frame_ratio)
+BadGuy::action_flyingsnowball(double elapsed_time)
 {
   static const float FLYINGSPEED = 1;
   static const int DIRCHANGETIME = 1000;
@@ -649,150 +722,285 @@ BadGuy::action_flyingsnowball(float frame_ratio)
   if(dying != DYING_NOT)
     physic.enable_gravity(true);
 
-  physic.apply(frame_ratio, 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);
 
+  if(dying == DYING_NOT)
+    {
+    // set direction based on tux
+    if(Sector::current()->player->base.x > base.x)
+      dir = RIGHT;
+    else
+      dir = LEFT;
+    }
+
   // Handle dying timer:
   if (dying == DYING_SQUISHED && !timer.check())
+    remove_me();
+}
+
+void
+BadGuy::action_spiky(double elapsed_time)
+{
+  if(frozen_timer.check())
     {
-      /* Remove it if time's up: */
-      remove_me();
-      return;
-    }                                                          
+    set_action("iced-left", "iced-right");
+    return;
+    }
+
+  if (dying == DYING_NOT)
+    check_horizontal_bump();
+
+  fall();
+
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+  if (dying != DYING_FALLING)
+    collision_swept_object_map(&old_base,&base);   
 }
 
 void
-BadGuy::action_spiky(float frame_ratio)
+BadGuy::action_snowball(double elapsed_time)
 {
   if (dying == DYING_NOT)
     check_horizontal_bump();
 
   fall();
-#if 0
+
   // jump when we're about to fall
   if (physic.get_velocity_y() == 0 && 
           !issolid(base.x+base.width/2, base.y + base.height)) {
     physic.enable_gravity(true);
     physic.set_velocity_y(2);
   }
-#endif
 
-  physic.apply(frame_ratio, 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);   
+    collision_swept_object_map(&old_base,&base);
+
+  // Handle dying timer:
+  if (dying == DYING_SQUISHED && !timer.check())
+    remove_me();                                  
 }
 
 void
-BadGuy::action_snowball(float frame_ratio)
+BadGuy::action_wingling(double elapsed_time)
+{
+  if (dying != DYING_NOT)
+    physic.enable_gravity(true);
+  else
+  {
+    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)
+    {
+      if (target.x < 0 && target.y < 0)
+      {
+        target.x = tux.base.x;
+        target.y = tux.base.y;
+        physic.set_velocity(dirsign * 1.5f, -2.25f);
+      }
+    }
+    else if (base.y >= target.y - 16)
+      physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+  }
+
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+
+
+  // Handle dying timer:
+  if (dying == DYING_SQUISHED && !timer.check())
+    remove_me();
+
+  // TODO: Winglings should be removed after flying off the screen
+}
+
+void
+BadGuy::action_walkingtree(double elapsed_time)
 {
   if (dying == DYING_NOT)
     check_horizontal_bump();
 
   fall();
 
-  physic.apply(frame_ratio, 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);
+
+  // Handle dying timer:
+  if (dying == DYING_SQUISHED && !timer.check())
+    remove_me();
 }
 
 void
-BadGuy::action(float frame_ratio)
+BadGuy::action(float elapsed_time)
 {
-  // Remove if it's far off the screen:
-  if (base.x < scroll_x - OFFSCREEN_DISTANCE)
-    {
-      remove_me();                                                
-      return;
-    }
-
+  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 > screen->h) {
+  if (base.y > Sector::current()->solids->get_height() * 32) {
     remove_me();
     return;
   }
 
-  // Once it's on screen, it's activated!
-  if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
-    seen = true;
+  // Kill us if we landed on spikes
+  if (dying == DYING_NOT
+      && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
+      && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
+      ||  isspike(base.x, base.y + base.height)
+      ||  isspike(base.x + base.width, base.y + base.height)))
+      {
+         physic.set_velocity_y(3);
+         kill_me(0);
+      }
 
   if(!seen)
-    return;
+    {
+    /* Activate badguys if they're just around the screen to avoid
+     * the effect of having badguys suddenly popping up from nowhere.
+     */
+    if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+        start_position.x < scroll_x - base.width &&
+        start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+        start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+      activate(RIGHT);
+    else if (start_position.x > scroll_x + screen->w &&
+        start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
+        start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+        start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+      activate(LEFT);
+    else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+        start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
+        ((start_position.y > scroll_y + screen->h &&
+        start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) ||
+        (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+        start_position.y < scroll_y)))
+        {
+        if(start_position.x < scroll_x - screen->w/2)
+          activate(RIGHT);
+        else
+          activate(LEFT);
+        }
+    /* Special case for badguys on start of the level.
+     * If in the future, it's possible to set Tux start pos, this case
+     * should contemplate that. */
+    else if (start_position.x > 0 && start_position.x < screen->w &&
+             start_position.y > 0 && start_position.y < screen->h)
+      activate(LEFT);
+    }
+  else
+    {
+    if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
+      || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
+      || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
+      || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4)
+      {
+      seen = false;
+      if(dying != DYING_NOT)
+        remove_me();
+      }
+    }
 
+  if(!seen)
+    return;
+  
   switch (kind)
     {
-    case BAD_BSOD:
-      action_bsod(frame_ratio);
-      break;
-
     case BAD_MRICEBLOCK:
-      action_mriceblock(frame_ratio);
+      action_mriceblock(elapsed_time);
       break;
   
     case BAD_JUMPY:
-      action_jumpy(frame_ratio);
+      action_jumpy(elapsed_time);
       break;
 
     case BAD_MRBOMB:
-      action_mrbomb(frame_ratio);
+      action_mrbomb(elapsed_time);
       break;
     
     case BAD_BOMB:
-      action_bomb(frame_ratio);
+      action_bomb(elapsed_time);
       break;
 
     case BAD_STALACTITE:
-      action_stalactite(frame_ratio);
+      action_stalactite(elapsed_time);
       break;
 
     case BAD_FLAME:
-      action_flame(frame_ratio);
+      action_flame(elapsed_time);
       break;
 
     case BAD_FISH:
-      action_fish(frame_ratio);
+    case BAD_FLAMEFISH:
+      action_fish(elapsed_time);
       break;
 
     case BAD_BOUNCINGSNOWBALL:
-      action_bouncingsnowball(frame_ratio);
+      action_bouncingsnowball(elapsed_time);
       break;
 
     case BAD_FLYINGSNOWBALL:
-      action_flyingsnowball(frame_ratio);
+      action_flyingsnowball(elapsed_time);
       break;
 
     case BAD_SPIKY:
-      action_spiky(frame_ratio);
+      action_spiky(elapsed_time);
       break;
 
     case BAD_SNOWBALL:
-      action_snowball(frame_ratio);
+      action_snowball(elapsed_time);
+      break;
+
+    case BAD_WINGLING:
+      action_wingling(elapsed_time);
+      break;
+
+    case BAD_WALKINGTREE:
+      action_walkingtree(elapsed_time);
+      break;
+
+    default:
       break;
     }
 }
 
 void
-BadGuy::draw()
+BadGuy::draw(DrawingContext& context)
 {
-  // Don't try to draw stuff that is outside of the screen
-  if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
+  if(!seen)
+    return;
+
+  if((dir == LEFT && action_left == "hide") ||
+     (dir == RIGHT && action_right == "hide"))
     return;
-  
-  if(sprite_left == 0 || sprite_right == 0)
-    {
-      return;
-    }
 
-  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
-  sprite->draw(base.x - scroll_x, base.y);
+  if(dir == LEFT)
+    specs->sprite->set_action(action_left);
+  else  // if(dir == RIGHT)
+    specs->sprite->set_action(action_right);
 
-  if (debug_mode)
-    fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
+  if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+    specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
+  else
+    specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
+
+  if(debug_mode)
+    context.draw_filled_rect(Vector(base.x, base.y),
+        Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
 }
 
 void
-BadGuy::set_sprite(Sprite* left, Sprite* right) 
+BadGuy::set_action(std::string left, std::string right)
 {
+  base.width = 32;
+  base.height = 32;
+
+  action_left = left;
+  action_right = right;
+
+#if 0
   if (1)
     {
       base.width = 32;
@@ -801,7 +1009,7 @@ BadGuy::set_sprite(Sprite* left, Sprite* right)
   else
     {
       // FIXME: Using the image size for the physics and collision is
-      // a bad idea, since images should always overlap there physical
+      // a bad idea, since images should always overlap their physical
       // representation
       if(left != 0) {
         if(base.width == 0 && base.height == 0) {
@@ -822,33 +1030,30 @@ BadGuy::set_sprite(Sprite* left, Sprite* right)
   animation_offset = 0;
   sprite_left  = left;
   sprite_right = right;
+#endif
 }
 
 void
 BadGuy::bump()
 {
   // these can't be bumped
-  if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH)
+  if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
+      || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
     return;
-  
-  kill_me(25);
-}
 
-void
-BadGuy::make_player_jump(Player* player)
-{
-  player->physic.set_velocity_y(2);
-  player->base.y = base.y - player->base.height - 2;
+  physic.set_velocity_y(3);
+  kill_me(25);
 }
 
 void
 BadGuy::squish_me(Player* player)
 {
-  make_player_jump(player);
+  player->bounce(this);
     
-  World::current()->add_score(base.x - scroll_x,
-                              base.y, 50 * player_status.score_multiplier);
-  play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+  Sector::current()->add_score(Vector(base.x, base.y),
+                              25 * player_status.score_multiplier);
+
+  SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
   player_status.score_multiplier++;
 
   dying = DYING_SQUISHED;
@@ -863,34 +1068,29 @@ BadGuy::squish(Player* player)
     
   if(kind == BAD_MRBOMB) {
     // mrbomb transforms into a bomb now
-    World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+    explode(false);
     
-    make_player_jump(player);
-    World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
-    play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+    player->bounce(this);
+    Sector::current()->add_score(Vector(base.x, base.y),
+                                25 * player_status.score_multiplier);
+    SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
+
     player_status.score_multiplier++;
-    remove_me();
     return;
 
-  } else if(kind == BAD_BSOD) {
-    squish_me(player);
-    set_sprite(img_bsod_squished_left, img_bsod_squished_right);
-    physic.set_velocity_x(0);
-    return;
-      
   } else if (kind == BAD_MRICEBLOCK) {
     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);
+        set_action("flat-left", "flat-right");
         physic.set_velocity_x(0);
 
         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);
@@ -901,14 +1101,15 @@ BadGuy::squish(Player* player)
         }
 
         mode = KICK;
-        set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+        player->kick_timer.start(KICKING_TIME);
+        set_action("flat-left", "flat-right");
       }
 
-    make_player_jump(player);
+    player->bounce(this);
 
     player_status.score_multiplier++;
 
-    // check for maximum number of squiches
+    // check for maximum number of squishes
     squishcount++;
     if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
       kill_me(50);
@@ -916,14 +1117,16 @@ BadGuy::squish(Player* player)
     }
     
     return;
-  } else if(kind == BAD_FISH) {
+  } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
     // fish can only be killed when falling down
     if(physic.get_velocity_y() >= 0)
       return;
       
-    make_player_jump(player);
+    player->bounce(this);
              
-    World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
+    Sector::current()->add_score(Vector(base.x, base.y),
+                                25 * player_status.score_multiplier);
+
     player_status.score_multiplier++;
      
     // simply remove the fish...
@@ -931,56 +1134,101 @@ BadGuy::squish(Player* player)
     return;
   } else if(kind == BAD_BOUNCINGSNOWBALL) {
     squish_me(player);
-    set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
+    set_action("squished", "squished");
     return;
   } else if(kind == BAD_FLYINGSNOWBALL) {
     squish_me(player);
-    set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
+    set_action("squished-left", "squished-right");
     return;
   } else if(kind == BAD_SNOWBALL) {
     squish_me(player);
-    set_sprite(img_snowball_squished_left, img_snowball_squished_right);
+    set_action("squished-left", "squished-right");
     return;
+  } else if(kind == BAD_WINGLING) {
+    squish_me(player);
+    set_action("left", "right");
+  } else if(kind == BAD_WALKINGTREE) {
+    if (mode == BGM_BIG)
+    {
+      set_action("left-small", "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
+
+      player->bounce(this);
+      base.y += 66 - base.height;
+
+      Sector::current()->add_score(Vector(base.x, base.y),
+                                25 * player_status.score_multiplier);
+      player_status.score_multiplier++;
+
+      mode = BGM_SMALL;
+    }
+    else
+      squish_me(player);
   }
 }
 
 void
 BadGuy::kill_me(int score)
 {
-  if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
+  if(kind == BAD_BOMB)
     return;
 
+  if(mode != HELD)
+    global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+
   dying = DYING_FALLING;
   if(kind == BAD_MRICEBLOCK) {
-    set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
+    set_action("falling-left", "falling-right");
     if(mode == HELD) {
       mode = NORMAL;
-      Player& tux = *World::current()->get_tux();  
+      Player& tux = *Sector::current()->player;
       tux.holding_something = false;
     }
-  } else if(kind == BAD_BSOD) {
-    set_sprite(img_bsod_falling_left, img_bsod_falling_right);
   }
-  
+
   physic.enable_gravity(true);
-  physic.set_velocity_y(0);
 
   /* Gain some points: */
-//  if (kind == BAD_BSOD)
-    World::current()->add_score(base.x - scroll_x, base.y,
-                    score * player_status.score_multiplier);
-/*  else 
-    World::current()->add_score(base.x - scroll_x, base.y,                                 
-                    25 * player_status.score_multiplier);*/
+  if (score != 0)
+    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 = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB, true);
+  if(right_way)
+    {
+    badguy->timer.start(0);
+    badguy->mode = BOMB_TICKING;
+    }
+  badguy->dir = dir;
+
+  remove_me();
+}
+
+void
+BadGuy::collision(const MovingObject&, int)
+{
+  // later
 }
 
 void
 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
 {
   BadGuy* pbad_c    = NULL;
+  Bullet* pbullet_c = NULL;
 
   if(type == COLLISION_BUMP) {
     bump();
@@ -997,19 +1245,35 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
   switch (c_object)
     {
     case CO_BULLET:
-      kill_me(10);
+      pbullet_c = (Bullet*) p_c_object;
+
+      if(pbullet_c->kind == FIRE_BULLET)
+        {
+        if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
+            && kind != BAD_FLAMEFISH)
+          kill_me(10);
+        }
+      else if(pbullet_c->kind == ICE_BULLET)
+        {
+        if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
+          kill_me(10);
+        else
+          frozen_timer.start(FROZEN_TIME);
+        }
       break;
 
     case CO_BADGUY:
       pbad_c = (BadGuy*) p_c_object;
 
-      /* If we're a kicked mriceblock, kill any badguys we hit */
-      if(kind == BAD_MRICEBLOCK && mode == KICK)
+
+      /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
+      if(kind == BAD_MRICEBLOCK && mode == KICK &&
+         kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
         {
           pbad_c->kill_me(25);
         }
 
-      // a held mriceblock gets kills the enemy too but falls to ground then
+      // a held mriceblock kills the enemy too but falls to ground then
       else if(kind == BAD_MRICEBLOCK && mode == HELD)
         {
           pbad_c->kill_me(25);
@@ -1022,12 +1286,10 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          World::current()->add_bad_guy(pbad_c->base.x, pbad_c->base.y,
-                                        BAD_BOMB);
-          pbad_c->remove_me();
+          pbad_c->explode(true);
           return;
         }
-        else if (pbad_c->kind != BAD_MRBOMB)
+        else
         {
           pbad_c->kill_me(50);
         }
@@ -1036,30 +1298,42 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
       /* Kill any badguys that get hit by stalactite */
       else if (kind == BAD_STALACTITE && dying == DYING_NOT)
       {
-        pbad_c->kill_me(50);
+        if (pbad_c->kind == BAD_MRBOMB)
+        {
+          // mrbomb transforms into a bomb now
+          pbad_c->explode(false);
+          return;
+        }
+        else
+          pbad_c->kill_me(50);
       }
 
       /* When enemies run into eachother, make them change directions */
       else
       {
-        // Jumpy, fish, flame, stalactites are exceptions
+        // Wingling doesn't interact with other badguys
+        if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
+          break;
+
+        // Jumpy, fish, flame, stalactites, wingling are exceptions
         if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
-            || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
+            || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
+            || pbad_c->kind == BAD_FLAMEFISH)
           break;
 
         // Bounce off of other badguy if we land on top of him
         if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
         {
-          Direction old_dir = dir;
           if (pbad_c->dir == LEFT)
+          {
             dir = RIGHT;
+            physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
+          }
           else if (pbad_c->dir == RIGHT)
+          {
             dir = LEFT;
-
-          if (dir != old_dir)
-            physic.inverse_velocity_x();
-
-          physic.set_velocity(fabs(physic.get_velocity_x()), 2);
+            physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
+          }
 
           break;
         }
@@ -1068,12 +1342,22 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
 
         if (pbad_c->kind != BAD_FLAME)
           {
-          if (dir == LEFT)
-            dir = RIGHT;
-          else if (dir == RIGHT)
-            dir = LEFT;
-        
-          physic.inverse_velocity_x();
+            if (dir == LEFT)
+            {
+              dir = RIGHT;
+              physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+
+              // Put bad guys a part (or they get jammed)
+              // only needed to do to one of them
+              if (physic.get_velocity_x() != 0)
+                base.x = pbad_c->base.x + pbad_c->base.width + 1;
+            }
+            else if (dir == RIGHT)
+            {
+              dir = LEFT;
+              physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+            }
+
           }
       }
       
@@ -1084,7 +1368,7 @@ 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) {
@@ -1098,57 +1382,12 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         }
 
         mode = KICK;
-        set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+        player->kick_timer.start(KICKING_TIME);
+        set_action("flat-left", "flat-right");
       }
       break;
 
     }
 }
 
-//---------------------------------------------------------------------------
-
-void load_badguy_gfx()
-{
-  img_bsod_squished_left = sprite_manager->load("bsod-squished-left");
-  img_bsod_squished_right = sprite_manager->load("bsod-squished-right");
-  img_bsod_falling_left = sprite_manager->load("bsod-falling-left");
-  img_bsod_falling_right = sprite_manager->load("bsod-falling-right");
-  img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
-  img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
-  img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
-  img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
-  img_bsod_left = sprite_manager->load("bsod-left");
-  img_bsod_right = sprite_manager->load("bsod-right");
-  img_mriceblock_left = sprite_manager->load("mriceblock-left");
-  img_mriceblock_right = sprite_manager->load("mriceblock-right");
-  img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
-  img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
-  img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
-  img_mrbomb_left = sprite_manager->load("mrbomb-left");
-  img_mrbomb_right = sprite_manager->load("mrbomb-right");
-  img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
-  img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
-  img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
-  img_stalactite = sprite_manager->load("stalactite");
-  img_stalactite_broken = sprite_manager->load("stalactite-broken");
-  img_flame = sprite_manager->load("flame");
-  img_fish = sprite_manager->load("fish");
-  img_fish_down = sprite_manager->load("fish-down");
-  img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
-  img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
-  img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
-  img_flyingsnowball = sprite_manager->load("flyingsnowball");
-  img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
-  img_spiky_left = sprite_manager->load("spiky-left");
-  img_spiky_right = sprite_manager->load("spiky-right");
-  img_snowball_left = sprite_manager->load("snowball-left");
-  img_snowball_right = sprite_manager->load("snowball-right");
-  img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
-  img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
-}
-
-void free_badguy_gfx()
-{
-}
-
 // EOF //