<MatzeB> -cleanup in resource management functions
[supertux.git] / src / badguy.cpp
index f174734..6e60bbf 100644 (file)
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+//  Copyright (C) 2004 Matthias Braun <matze@braunis.de>
 //
-// C Implementation: badguy
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
 //
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
+
+#include <iostream>
+#include <math.h>
 
 #include "globals.h"
 #include "defines.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_laptop_flat_left;
+Sprite* img_laptop_flat_right;
+Sprite* img_laptop_falling_left;
+Sprite* img_laptop_falling_right;
+Sprite* img_bsod_left;
+Sprite* img_bsod_right;
+Sprite* img_laptop_left;
+Sprite* img_laptop_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;
+
+#define BADGUY_WALK_SPEED .8f
+
+BadGuyKind  badguykind_from_string(const std::string& str)
+{
+  if (str == "money")
+    return BAD_MONEY;
+  else if (str == "laptop" || str == "mriceblock")
+    return BAD_LAPTOP;
+  else if (str == "bsod")
+    return BAD_BSOD;
+  else if (str == "mrbomb")
+    return BAD_MRBOMB;
+  else if (str == "stalactite")
+    return BAD_STALACTITE;
+  else if (str == "flame")
+    return BAD_FLAME;
+  else if (str == "fish")
+    return BAD_FISH;
+  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")
+    return BAD_SNOWBALL;
+  else
+    {
+      printf("Couldn't convert badguy: '%s'\n", str.c_str());
+      return BAD_BSOD;
+    }
+}
 
-texture_type img_bsod_squished_left;
-texture_type img_bsod_squished_right;
-texture_type img_bsod_falling_left;
-texture_type img_bsod_falling_right;
-texture_type img_laptop_flat_left;
-texture_type img_laptop_flat_right;
-texture_type img_laptop_falling_left;
-texture_type img_laptop_falling_right;
-texture_type img_bsod_left[4];
-texture_type img_bsod_right[4];
-texture_type img_laptop_left[3];
-texture_type img_laptop_right[3];
-texture_type img_money_left[2];
-texture_type img_money_right[2];
+std::string badguykind_to_string(BadGuyKind kind)
+{
+  switch(kind)
+    {
+    case BAD_MONEY:
+      return "money";
+      break;
+    case BAD_LAPTOP:
+      return "laptop";
+      break;
+    case BAD_BSOD:
+      return "bsod";
+      break;
+    case BAD_MRBOMB:
+      return "mrbomb";
+      break;
+    case BAD_STALACTITE:
+      return "stalactite";
+      break;
+    case BAD_FLAME:
+      return "flame";
+      break;
+    case BAD_FISH:
+      return "fish";
+      break;
+    case BAD_BOUNCINGSNOWBALL:
+      return "bouncingsnowball";
+      break;
+    case BAD_FLYINGSNOWBALL:
+      return "flyingsnowball";
+      break;
+    case BAD_SPIKY:
+      return "spiky";
+      break;
+    case BAD_SNOWBALL:
+      return "snowball";
+      break;
+    default:
+      return "bsod";
+    }
+}
 
-void
-BadGuy::init(float x, float y, BadGuyKind kind_)
+BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
+  : removable(false)
 {
-  base.width  = 32;
-  base.height = 32;
+  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;
   kind     = kind_;
-  base.x   = x;
-  base.y   = y;
-  base.xm  = 1.3;
-  base.ym  = 4.8;
   old_base = base;
   dir      = LEFT;
   seen     = false;
-  timer_init(&timer, true);
-  physic_init(&physic);
+  animation_offset = 0;
+  sprite_left = sprite_right = 0;
+  physic.reset();
+  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);
+  } else if (kind == BAD_LAPTOP) {
+    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+    set_sprite(img_laptop_left, img_laptop_right);
+  } else if(kind == BAD_MONEY) {
+    set_sprite(img_jumpy_left_up, img_jumpy_left_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...
+    dying = DYING_SQUISHED;
+  } else if(kind == BAD_FLAME) {
+    base.ym = 0; // we misuse base.ym as angle for the flame
+    physic.enable_gravity(false);
+    set_sprite(img_flame, img_flame);
+  } else if(kind == BAD_BOUNCINGSNOWBALL) {
+    physic.set_velocity(-1.3, 0);
+    set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
+  } else if(kind == BAD_STALACTITE) {
+    physic.enable_gravity(false);
+    set_sprite(img_stalactite, img_stalactite);
+  } else if(kind == BAD_FISH) {
+    set_sprite(img_fish, img_fish);
+    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);
+  } 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;
+  }
 }
 
-void BadGuy::action_bsod()
+void
+BadGuy::action_bsod(float frame_ratio)
 {
-  /* --- BLUE SCREEN OF DEATH MONSTER: --- */
-
-  /* Move left/right: */
-  if (dying == DYING_NOT ||
-      dying == DYING_FALLING)
-    {
-      if (dir == RIGHT)
-        base.x = base.x + base.xm * frame_ratio;
-      else if (dir == LEFT)
-        base.x = base.x - base.xm * frame_ratio;
-    }
-
-
-  /* Move vertically: */
+  static const float BSODJUMP = 2;
+    
+  if (dying == DYING_NOT)
+    check_horizontal_bump();
 
-  base.y = base.y + base.ym * frame_ratio;
+  fall();
 
-  if (dying != DYING_FALLING)
-    collision_swept_object_map(&old_base,&base);
-  if (base.y > screen->h)
-    bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(this));
-               
-  /* Bump into things horizontally: */
-
-  if (!dying)
+  // jump when we're about to fall
+  if (physic.get_velocity_y() == 0 && 
+      !issolid(base.x+base.width/2, base.y + base.height)) 
     {
-      if (issolid( base.x, (int) base.y + 16))
-        {
-          dir = RIGHT;
-        }
-      else if (issolid( base.x + base.width, (int) base.y + 16))
-        {
-          dir = LEFT;
-        }
+      physic.enable_gravity(true);
+      physic.set_velocity(physic.get_velocity_x(), BSODJUMP);
     }
 
-  /* Fall if we get off the ground: */
-
-  if (dying != DYING_FALLING)
-    {
-      if (!issolid(base.x+16, base.y + 32))
-        {
-          if(!physic_is_set(&physic))
-            {
-              physic_set_state(&physic,PH_VT);
-              physic_set_start_vy(&physic,2.);
-            }
-
-          base.ym = physic_get_velocity(&physic);
-        }
-      else
-        {
-          /* Land: */
-
-          if (base.ym > 0)
-            {
-              base.y = (int)(base.y / 32) * 32;
-              base.ym = 0;
-            }
-          physic_init(&physic);
-        }
-    }
-  else
+  // Handle dying timer:
+  if (dying == DYING_SQUISHED && !timer.check())
     {
-      if(!physic_is_set(&physic))
-        {
-          physic_set_state(&physic,PH_VT);
-          physic_set_start_vy(&physic,2.);
-        }
-      base.ym = physic_get_velocity(&physic);
+      /* Remove it if time's up: */
+      remove_me();
+      return;
     }
 
-  if (base.y > screen->h)
-    bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(this));
+  // move
+  physic.apply(frame_ratio, base.x, base.y);
+  if(dying != DYING_FALLING)
+    collision_swept_object_map(&old_base, &base);
 }
 
-void BadGuy::action_laptop()
+void
+BadGuy::action_laptop(float frame_ratio)
 {
-  /* --- LAPTOP MONSTER: --- */
+  Player& tux = *World::current()->get_tux();
 
+  if(dying == DYING_NOT)
+    fall();
+  
   /* Move left/right: */
-
   if (mode == NORMAL || mode == KICK)
     {
-      if (dying == DYING_NOT ||
-          dying == DYING_FALLING)
-        {
-          if (dir == RIGHT)
-            base.x = base.x + base.xm * frame_ratio;
-          else if (dir == LEFT)
-            base.x = base.x - base.xm * frame_ratio;
-        }
+      // move
+      physic.apply(frame_ratio, base.x, base.y);
+      if (dying != DYING_FALLING)
+        collision_swept_object_map(&old_base,&base);
     }
   else if (mode == HELD)
     { /* FIXME: The pbad object shouldn't know about pplayer objects. */
       /* If we're holding the laptop */
-      dir=tux.dir;
+      dir = tux.dir;
       if(dir==RIGHT)
         {
           base.x = tux.base.x + 16;
@@ -159,7 +276,7 @@ void BadGuy::action_laptop()
           base.x = tux.base.x - 16;
           base.y = tux.base.y + tux.base.height/1.5 - base.height;
         }
-      if(collision_object_map(&base))
+      if(collision_object_map(base))
         {
           base.x = tux.base.x;
           base.y = tux.base.y + tux.base.height/1.5 - base.height;
@@ -171,499 +288,837 @@ void BadGuy::action_laptop()
             base.x -= 24;
           else
             base.x += 24;
+          old_base = base;
 
           mode=KICK;
-          base.xm = 8;
-          base.ym = 8;
+          set_sprite(img_laptop_flat_left, img_laptop_flat_right);
+          physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
           play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
         }
     }
 
-
-  /* Move vertically: */
-
-  if(mode != HELD)
-    base.y = base.y + base.ym * frame_ratio;
-
-  if (dying != DYING_FALLING)
-    collision_swept_object_map(&old_base,&base);
-  if (base.y > screen->h)
-    bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(this));
-  /* Bump into things horizontally: */
-
-  /* Bump into things horizontally: */
-
   if (!dying)
     {
       int changed = dir;
-      if (issolid( base.x, (int) base.y + 16))
-        {
-          dir = RIGHT;
-        }
-      else if (issolid( base.x + base.width, (int) base.y + 16))
-        {
-          dir = LEFT;
-        }
+      check_horizontal_bump();
       if(mode == KICK && changed != dir)
         {
-          /* handle stereo sound */
-          /* FIXME: In theory a badguy object doesn't know anything about player objects */
-          if (tux.base.x  > base.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 (tux.base.x  < base.x)
+          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);
         }
+    }
 
+  /* Handle mode timer: */
+  if (mode == FLAT)
+    {
+      if(!timer.check())
+        {
+          mode = NORMAL;
+          set_sprite(img_laptop_left, img_laptop_right);
+          physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
+        }
     }
+}
 
+void
+BadGuy::check_horizontal_bump(bool checkcliff)
+{
+    float halfheight = base.height / 2;
+    if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
+    {
+        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))
+    {
+        dir = LEFT;
+        physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
+        return;
+    }
 
-  /* Fall if we get off the ground: */
+    // don't check for cliffs when we're falling
+    if(!checkcliff)
+        return;
+    if(!issolid(base.x + base.width/2, base.y + base.height))
+        return;
+    
+    if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
+    {
+        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 + base.height + halfheight))
+    {
+        dir = LEFT;
+        physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
+        return;
+    }
+}
 
+void
+BadGuy::fall()
+{
+  /* Fall if we get off the ground: */
   if (dying != DYING_FALLING)
     {
-      if (!issolid(base.x+16, base.y + 32))
+      if (!issolid(base.x+base.width/2, base.y + base.height))
         {
-          if(!physic_is_set(&physic))
-            {
-              physic_set_state(&physic,PH_VT);
-              physic_set_start_vy(&physic,0.);
-            }
-
-          if(mode != HELD)
-            {
-              base.ym = physic_get_velocity(&physic);
-            }
+          // not solid below us? enable gravity
+          physic.enable_gravity(true);
         }
       else
         {
           /* Land: */
+          if (physic.get_velocity_y() < 0)
+            {
+              base.y = int((base.y + base.height)/32) * 32 - base.height;
+              physic.set_velocity_y(0);
+            }
+          // no gravity anymore please
+          physic.enable_gravity(false);
 
-          if (base.ym > 0)
+          if (stay_on_platform && mode == NORMAL)
             {
-              base.y = (int)(base.y / 32) * 32;
-              base.ym = 0;
+              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;
+                  else
+                    dir = LEFT;
+                }
             }
-          physic_init(&physic);
         }
     }
   else
     {
-      if(!physic_is_set(&physic))
-        {
-          physic_set_state(&physic,PH_VT);
-          physic_set_start_vy(&physic,0.);
-        }
-      base.ym = physic_get_velocity(&physic);
+      physic.enable_gravity(true);
     }
 }
 
-void BadGuy::action_money()
+void
+BadGuy::remove_me()
 {
-  /* --- MONEY BAGS: --- */
+  removable = true;
+}
 
+void
+BadGuy::action_money(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);
+
+  Player& tux = *World::current()->get_tux();
 
-  /* Move vertically: */
+  static const float JUMPV = 6;
+    
+  fall();
+  // jump when on ground
+  if(dying == DYING_NOT && issolid(base.x, base.y+32))
+    {
+      physic.set_velocity_y(JUMPV);
+      physic.enable_gravity(true);
 
-  base.y = base.y + base.ym * frame_ratio;
+      mode = MONEY_JUMP;
+    }
+  else if(mode == MONEY_JUMP)
+    {
+      mode = NORMAL;
+    }
 
+  // set direction based on tux
+  if(tux.base.x > base.x)
+    dir = RIGHT;
+  else
+    dir = LEFT;
+
+  // move
+  physic.apply(frame_ratio, base.x, base.y);
+  if(dying == DYING_NOT)
+    collision_swept_object_map(&old_base, &base);
+}
+
+void
+BadGuy::action_mrbomb(float frame_ratio)
+{
+  if (dying == DYING_NOT)
+    check_horizontal_bump(true);
+
+  fall();
+
+  physic.apply(frame_ratio, base.x, base.y);
   if (dying != DYING_FALLING)
-    collision_swept_object_map(&old_base,&base);
+    collision_swept_object_map(&old_base,&base); 
+}
+
+void
+BadGuy::action_bomb(float frame_ratio)
+{
+  static const int TICKINGTIME = 1000;
+  static const int EXPLODETIME = 1000;
+    
+  fall();
+
+  if(mode == NORMAL) {
+    mode = BOMB_TICKING;
+    timer.start(TICKINGTIME);
+  } else if(!timer.check()) {
+    if(mode == BOMB_TICKING) {
+      mode = BOMB_EXPLODE;
+      set_sprite(img_mrbomb_explosion, img_mrbomb_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);
 
-  if (base.y > screen->h)
-    bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(this));
+    } else if(mode == BOMB_EXPLODE) {
+      remove_me();
+      return;
+    }
+  }
 
-  if(physic_get_state(&physic) == -1)
+  // move
+  physic.apply(frame_ratio, base.x, base.y);                 
+  collision_swept_object_map(&old_base,&base);
+}
+
+void
+BadGuy::action_stalactite(float frame_ratio)
+{
+  Player& tux = *World::current()->get_tux();
+
+  static const int SHAKETIME = 800;
+  static const int RANGE = 40;
+    
+  if(mode == NORMAL) {
+    // 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) {
+      timer.start(SHAKETIME);
+      mode = STALACTITE_SHAKING;
+    }
+  } if(mode == STALACTITE_SHAKING) {
+    base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
+    if(!timer.check()) {
+      mode = STALACTITE_FALL;
+    }
+  } else if(mode == STALACTITE_FALL) {
+    fall();
+    /* Destroy if we collides with land */
+    if(issolid(base.x+base.width/2, base.y+base.height))
     {
-      physic_set_state(&physic,PH_VT);
-      physic_set_start_vy(&physic,0.);
+      timer.start(2000);
+      dying = DYING_SQUISHED;
+      mode = FLAT;
+      set_sprite(img_stalactite_broken, img_stalactite_broken);
     }
+  } else if(mode == FLAT) {
+    fall();
+  }
 
-  if (dying != DYING_FALLING)
+  // move
+  physic.apply(frame_ratio, base.x, base.y);
+
+  if(dying == DYING_SQUISHED && !timer.check())
+    remove_me();
+}
+
+void
+BadGuy::action_flame(float frame_ratio)
+{
+    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.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
+}
+
+void
+BadGuy::action_fish(float frame_ratio)
+{
+  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(issolid(base.x, base.y + 32))
-        {
-          physic_set_state(&physic,PH_VT);
-          physic_set_start_vy(&physic,6.);
-          base.ym = physic_get_velocity(&physic);
-        }
-      else if(issolid(base.x, base.y))
-        { /* This works, but isn't the best solution imagineable */
-          physic_set_state(&physic,PH_VT);
-          physic_set_start_vy(&physic,0.);
-          base.ym = physic_get_velocity(&physic);
-          ++base.y;
-        }
-      else
-        {
-          base.ym = physic_get_velocity(&physic);
-        }
+      mode = FISH_WAIT;
+      set_sprite(0, 0);
+      physic.set_velocity(0, 0);
+      physic.enable_gravity(false);
+      timer.start(WAITTIME);
     }
-  else
+  else if(mode == FISH_WAIT && !timer.check())
     {
-      if(!physic_is_set(&physic))
-        {
-          physic_set_state(&physic,PH_VT);
-          physic_set_start_vy(&physic,0.);
-        }
-      base.ym = physic_get_velocity(&physic);
-    } 
+      // jump again
+      set_sprite(img_fish, img_fish);
+      mode = NORMAL;
+      physic.set_velocity(0, JUMPV);
+      physic.enable_gravity(true);
+    }
+
+  physic.apply(frame_ratio, base.x, base.y);
+  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);
 }
 
 void
-BadGuy::action()
-{ 
-  if (seen)
-    {
-      switch (kind)
-        {
-        case BAD_BSOD:
-          action_bsod();
-          break;
+BadGuy::action_bouncingsnowball(float frame_ratio)
+{
+  static const float JUMPV = 4.5;
     
-        case BAD_LAPTOP:
-          action_bsod();
-          break;
-      
-        case BAD_MONEY:
-          action_money();
-          break;
-        }
-    }
+  fall();
 
-  /* Handle mode timer: */
-  if (mode == FLAT && mode != HELD)
+  // jump when on ground
+  if(dying == DYING_NOT && issolid(base.x, base.y+32))
     {
-      if(!timer_check(&timer))
-        {
-          mode = NORMAL;
-          base.xm = 4;
-        }
-    }
-  else if (mode == KICK)
+      physic.set_velocity_y(JUMPV);
+      physic.enable_gravity(true);
+    }                                                     
+  else
     {
-      timer_check(&timer);
+      mode = NORMAL;
     }
 
+  // check for right/left collisions
+  check_horizontal_bump();
+
+  physic.apply(frame_ratio, base.x, base.y);
+  if(dying == DYING_NOT)
+    collision_swept_object_map(&old_base, &base);
+
   // Handle dying timer:
-  if (dying == DYING_SQUISHED)
+  if (dying == DYING_SQUISHED && !timer.check())
     {
       /* Remove it if time's up: */
-      if(!timer_check(&timer))
-        bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(this));
+      remove_me();
+      return;
     }
+}
 
-  // Remove if it's far off the screen:
-  if (base.x < scroll_x - OFFSCREEN_DISTANCE)
-    {
-      bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(this));
-      return;
+void
+BadGuy::action_flyingsnowball(float frame_ratio)
+{
+  static const float FLYINGSPEED = 1;
+  static const int DIRCHANGETIME = 1000;
+    
+  // go into flyup mode if none specified yet
+  if(dying == DYING_NOT && mode == NORMAL) {
+    mode = FLY_UP;
+    physic.set_velocity_y(FLYINGSPEED);
+    timer.start(DIRCHANGETIME/2);
+  }
+
+  if(dying == DYING_NOT && !timer.check()) {
+    if(mode == FLY_UP) {
+      mode = FLY_DOWN;
+      physic.set_velocity_y(-FLYINGSPEED);
+    } else if(mode == FLY_DOWN) {
+      mode = FLY_UP;
+      physic.set_velocity_y(FLYINGSPEED);
     }
-  else /* !seen */
+    timer.start(DIRCHANGETIME);
+  }
+
+  if(dying != DYING_NOT)
+    physic.enable_gravity(true);
+
+  physic.apply(frame_ratio, base.x, base.y);
+  if(dying == DYING_NOT || dying == DYING_SQUISHED)
+    collision_swept_object_map(&old_base, &base);
+
+  // Handle dying timer:
+  if (dying == DYING_SQUISHED && !timer.check())
     {
-      // Once it's on screen, it's activated!
-      if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
-        seen = true;
-    }
+      /* Remove it if time's up: */
+      remove_me();
+      return;
+    }                                                          
 }
 
 void
-BadGuy::draw_bsod()
+BadGuy::action_spiky(float frame_ratio)
 {
-  /* --- BLUE SCREEN OF DEATH MONSTER: --- */
   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);
+  if (dying != DYING_FALLING)
+    collision_swept_object_map(&old_base,&base);   
+}
+
+void
+BadGuy::action_snowball(float frame_ratio)
+{
+  if (dying == DYING_NOT)
+    check_horizontal_bump();
+
+  fall();
+
+  physic.apply(frame_ratio, base.x, base.y);
+  if (dying != DYING_FALLING)
+    collision_swept_object_map(&old_base,&base);
+}
+
+void
+BadGuy::action(float frame_ratio)
+{
+  // Remove if it's far off the screen:
+  if (base.x < scroll_x - OFFSCREEN_DISTANCE)
     {
-      /* Alive: */
-      if (dir == LEFT)
-        {
-          texture_draw(&img_bsod_left[(frame / 5) % 4],
-                       base.x - scroll_x,
-                       base.y);
-        }
-      else
-        {
-          texture_draw(&img_bsod_right[(frame / 5) % 4],
-                       base.x - scroll_x,
-                       base.y);
-        }
+      remove_me();                                                
+      return;
     }
-  else if (dying == DYING_FALLING)
-    {
-      /* Falling: */
 
-      if (dir == LEFT)
-        {
-          texture_draw(&img_bsod_falling_left,
-                       base.x - scroll_x,
-                       base.y);
-        }
-      else
-        {
-          texture_draw(&img_bsod_falling_right,
-                       base.x - scroll_x,
-                       base.y);
-        }
-    }
-  else if (dying == DYING_SQUISHED)
+  // BadGuy fall below the ground
+  if (base.y > screen->h) {
+    remove_me();
+    return;
+  }
+
+  // Once it's on screen, it's activated!
+  if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
+    seen = true;
+
+  if(!seen)
+    return;
+
+  switch (kind)
     {
-      /* Dying - Squished: */
+    case BAD_BSOD:
+      action_bsod(frame_ratio);
+      break;
 
-      if (dir == LEFT)
-        {
-          texture_draw(&img_bsod_squished_left,
-                       base.x - scroll_x,
-                       base.y + 24);
-        }
-      else
-        {
-          texture_draw(&img_bsod_squished_right,
-                       base.x - scroll_x,
-                       base.y + 24);
-        }
+    case BAD_LAPTOP:
+      action_laptop(frame_ratio);
+      break;
+  
+    case BAD_MONEY:
+      action_money(frame_ratio);
+      break;
+
+    case BAD_MRBOMB:
+      action_mrbomb(frame_ratio);
+      break;
+    
+    case BAD_BOMB:
+      action_bomb(frame_ratio);
+      break;
+
+    case BAD_STALACTITE:
+      action_stalactite(frame_ratio);
+      break;
+
+    case BAD_FLAME:
+      action_flame(frame_ratio);
+      break;
+
+    case BAD_FISH:
+      action_fish(frame_ratio);
+      break;
+
+    case BAD_BOUNCINGSNOWBALL:
+      action_bouncingsnowball(frame_ratio);
+      break;
+
+    case BAD_FLYINGSNOWBALL:
+      action_flyingsnowball(frame_ratio);
+      break;
+
+    case BAD_SPIKY:
+      action_spiky(frame_ratio);
+      break;
+
+    case BAD_SNOWBALL:
+      action_snowball(frame_ratio);
+      break;
     }
 }
 
-void BadGuy::draw_laptop()
+void
+BadGuy::draw()
 {
-  /* --- LAPTOP MONSTER: --- */
-  if (dying == DYING_NOT)
+  // 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)
+    return;
+  
+  if(sprite_left == 0 || sprite_right == 0)
     {
-      /* Alive: */
-
-      if (mode == NORMAL)
-        {
-          /* Not flat: */
-          if (dir == LEFT)
-            {
-              texture_draw(&img_laptop_left[(frame / 5) % 3],
-                           base.x - scroll_x,
-                           base.y);
-            }
-          else
-            {
-              texture_draw(&img_laptop_right[(frame / 5) % 3],
-                           base.x - scroll_x,
-                           base.y);
-            }
-        }
-      else
-        {
-          /* Flat: */
-
-          if (dir == LEFT)
-            {
-              texture_draw(&img_laptop_flat_left,
-                           base.x - scroll_x,
-                           base.y);
-            }
-          else
-            {
-              texture_draw(&img_laptop_flat_right,
-                           base.x - scroll_x,
-                           base.y);
-            }
-        }
+      return;
     }
-  else if (dying == DYING_FALLING)
-    {
-      /* Falling: */
 
-      if (dir == LEFT)
-        {
-          texture_draw(&img_laptop_falling_left,
-                       base.x - scroll_x,
-                       base.y);
-        }
-      else
-        {
-          texture_draw(&img_laptop_falling_right,
-                       base.x - scroll_x,
-                       base.y);
-        }
-    }
+  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+  sprite->draw(base.x - scroll_x, base.y);
+
+  if (debug_mode)
+    fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
 }
 
-void BadGuy::draw_money()
+void
+BadGuy::set_sprite(Sprite* left, Sprite* right) 
 {
-  if (base.ym != 300 /* > -16*/)
+  if (1)
     {
-      if (dir == LEFT)
-        {
-          texture_draw(&img_money_left[0],
-                       base.x - scroll_x,
-                       base.y);
-        }
-      else
-        {
-          texture_draw(&img_money_right[0],
-                       base.x - scroll_x,
-                       base.y);
-        }
+      base.width = 32;
+      base.height = 32;
     }
   else
     {
-      if (dir == LEFT)
-        {
-          texture_draw(&img_money_left[1],
-                       base.x - scroll_x,
-                       base.y);
-        }
-      else
-        {
-          texture_draw(&img_money_right[1],
-                       base.x - scroll_x,
-                       base.y);
+      // FIXME: Using the image size for the physics and collision is
+      // a bad idea, since images should always overlap there physical
+      // representation
+      if(left != 0) {
+        if(base.width == 0 && base.height == 0) {
+          base.width  = left->get_width();
+          base.height = left->get_height();
+        } else if(base.width != left->get_width() || base.height != left->get_height()) {
+          base.x -= (left->get_width() - base.width) / 2;
+          base.y -= left->get_height() - base.height;
+          base.width = left->get_width();
+          base.height = left->get_height();
+          old_base = base;
         }
+      } else {
+        base.width = base.height = 0;
+      }
     }
+
+  animation_offset = 0;
+  sprite_left  = left;
+  sprite_right = right;
+}
+
+void
+BadGuy::bump()
+{
+  if(kind == BAD_BSOD || kind == BAD_LAPTOP || kind == BAD_MRBOMB
+      || kind == BAD_BOUNCINGSNOWBALL) {
+    kill_me();
+  }
 }
 
-void BadGuy::draw()
+void
+BadGuy::make_player_jump(Player* player)
 {
-  // Don't try to draw stuff that is outside of the screen
-  if (base.x > scroll_x - 32 &&
-      base.x < scroll_x + screen->w)
-    {
-      switch (kind)
-        {
-        case BAD_BSOD:
-          draw_bsod();
-          break;
-    
-        case BAD_LAPTOP:
-          draw_laptop();
-          break;
+  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);
     
-        case BAD_MONEY:
-          draw_money();
-          break;
+  World::current()->add_score(base.x - scroll_x,
+                              base.y, 50 * player_status.score_multiplier);
+  play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+  player_status.score_multiplier++;
+
+  dying = DYING_SQUISHED;
+  timer.start(2000);
+  physic.set_velocity(0, 0);
+}
 
-        default:
-          puts("Unknown badguy type");
-          break;
+void
+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);
+    
+    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_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_LAPTOP) {
+    if (mode == NORMAL || mode == KICK)
+      {
+        /* Flatten! */
+        play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+        mode = FLAT;
+        set_sprite(img_laptop_flat_left, img_laptop_flat_right);
+        physic.set_velocity_x(0);
+
+        timer.start(4000);
+      } else if (mode == FLAT) {
+        /* Kick! */
+        play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+
+        if (player->base.x < base.x + (base.width/2)) {
+          physic.set_velocity_x(5);
+          dir = RIGHT;
+        } else {
+          physic.set_velocity_x(-5);
+          dir = LEFT;
         }
-    }
+
+        mode = KICK;
+        set_sprite(img_laptop_flat_left, img_laptop_flat_right);
+      }
+
+    make_player_jump(player);
+             
+    World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
+    player_status.score_multiplier++;
+    return;
+  } else if(kind == BAD_FISH) {
+    // fish can only be killed when falling down
+    if(physic.get_velocity_y() >= 0)
+      return;
+      
+    make_player_jump(player);
+             
+    World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
+    player_status.score_multiplier++;
+     
+    // simply remove the fish...
+    remove_me();
+    return;
+  } else if(kind == BAD_BOUNCINGSNOWBALL) {
+    squish_me(player);
+    set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
+    return;
+  } else if(kind == BAD_FLYINGSNOWBALL) {
+    squish_me(player);
+    set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
+    return;
+  } else if(kind == BAD_SNOWBALL) {
+    squish_me(player);
+    set_sprite(img_snowball_squished_left, img_snowball_squished_right);
+    return;
+  }
 }
 
 void
-BadGuy::collision(void *p_c_object, int c_object)
+BadGuy::kill_me()
+{
+  if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
+    return;
+
+  dying = DYING_FALLING;
+  if(kind == BAD_LAPTOP)
+    set_sprite(img_laptop_falling_left, img_laptop_falling_right);
+  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,
+                    50 * player_status.score_multiplier);
+  else 
+    World::current()->add_score(base.x - scroll_x, base.y,                                 
+                    25 * player_status.score_multiplier);
+
+  /* Play death sound: */
+  play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+}
+
+void
+BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
 {
   BadGuy* pbad_c    = NULL;
-  player_type*  pplayer_c = NULL;
 
+  if(type == COLLISION_BUMP) {
+    bump();
+    return;
+  }
+
+  if(type == COLLISION_SQUISH) {
+    Player* player = static_cast<Player*>(p_c_object);
+    squish(player);
+    return;
+  }
+
+  /* COLLISION_NORMAL */
   switch (c_object)
     {
     case CO_BULLET:
-      dying = DYING_FALLING;
-      base.ym = -8;
-
-      /* Gain some points: */
-      if (kind == BAD_BSOD)
-        add_score(base.x - scroll_x, base.y,
-                  50 * score_multiplier);
-      else if (kind == BAD_LAPTOP)
-        add_score(base.x - scroll_x, base.y,
-                  25 * score_multiplier);
-      else if (kind == BAD_MONEY)
-        add_score(base.x - scroll_x, base.y,
-                  50 * score_multiplier);
-
-      /* Play death sound: */
-      play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+      kill_me();
       break;
 
     case CO_BADGUY:
       pbad_c = (BadGuy*) p_c_object;
-      if (mode == NORMAL)
-      {
-      /* do nothing */
-      }
-      else if(mode == KICK)
+
+      /* If we're a kicked mriceblock, kill any badguys we hit */
+      if(kind == BAD_LAPTOP && mode == KICK &&
+            pbad_c->kind != BAD_FLAME && pbad_c->kind != BAD_BOMB)
         {
-          /* We're in kick mode, kill the other guy
-            and yourself(wuahaha) : */
-
-          pbad_c->dying = DYING_FALLING;
-          pbad_c->base.ym = -8;
-          play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
-
-          add_score(base.x - scroll_x,
-                    base.y, 100);
-                 pbad_c->dying = DYING_FALLING;
-                 
-          dying = DYING_FALLING;
-          base.ym = -8;
-
-          add_score(pbad_c->base.x - scroll_x,
-                    pbad_c->base.y, 100);
+          pbad_c->kill_me();
         }
-      break;
 
-    case CO_PLAYER:
-      pplayer_c = (player_type*) p_c_object;
-      if(kind != BAD_MONEY)
+      /* Kill badguys that run into exploding bomb */
+      else if (kind == BAD_BOMB && dying == DYING_NOT)
+      {
+        if (pbad_c->kind == BAD_MRBOMB)
         {
-          if (kind == BAD_BSOD)
-            {
-              dying = DYING_SQUISHED;
-              timer_start(&timer,4000);
-              physic_set_state(&pplayer_c->vphysic,PH_VT);
-              physic_set_start_vy(&pplayer_c->vphysic,2.);
-             pplayer_c->base.y = base.y - pplayer_c->base.height - 1;
+          // FIXME: this is where other MrBombs *should* explode istead of dying
+          pbad_c->kill_me(); 
+        }
+        else if (pbad_c->kind != BAD_BOMB)
+        {
+          pbad_c->kill_me();
+        }
+      }
 
-              add_score(base.x - scroll_x, base.y,
-                        50 * score_multiplier);
+      /* Kill any badguys that get hit by stalactite */
+      else if (kind == BAD_STALACTITE && dying == DYING_NOT)
+      {
+        pbad_c->kill_me();
+      }
 
-              play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
-            }
-          else if (kind == BAD_LAPTOP)
-            {
+      /* When enemies run into eachother, make them change directions */
+      else
+      {
+        // Jumpy is an exception
+        if (pbad_c->kind == BAD_MONEY)
+          break;
 
-              if (mode == NORMAL || mode == KICK)
-                {
-                  /* Flatten! */
+        // 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;
+          else if (pbad_c->dir == RIGHT)
+            dir = LEFT;
 
-                  play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
-                  mode = FLAT;
-                  base.xm = 4;
+          if (dir != old_dir)
+            physic.inverse_velocity_x();
 
-                  timer_start(&timer,10000);
+          physic.set_velocity(fabs(physic.get_velocity_x()), 2);
 
-                  physic_set_state(&pplayer_c->vphysic,PH_VT);
-                  physic_set_start_vy(&pplayer_c->vphysic,2.);
-                 pplayer_c->base.y = base.y - pplayer_c->base.height - 1;
-                }
-              else if (mode == FLAT)
-                {
-                  /* Kick! */
-                  play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+          break;
+        }
+        else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
+          break;
 
-                  if (pplayer_c->base.x < base.x + (base.width/2))
-                    dir = RIGHT;
-                  else
-                    dir = LEFT;
+        if (dir == LEFT)
+          dir = RIGHT;
+        else if (dir == RIGHT)
+          dir = LEFT;
 
-                  base.xm = 5;
-                 mode = KICK;
+        physic.inverse_velocity_x();
+      }
+      
+      break;
 
-                  timer_start(&timer,5000);
-                }
-               
-              physic_set_state(&pplayer_c->vphysic,PH_VT);
-              physic_set_start_vy(&pplayer_c->vphysic,2.);
-             pplayer_c->base.y = base.y - pplayer_c->base.height - 1;
-             
-              add_score(base.x - scroll_x,
-                        base.y,
-                        25 * score_multiplier);
+    case CO_PLAYER:
+      Player* player = static_cast<Player*>(p_c_object);
+      /* Get kicked if were flat */
+      if (mode == FLAT && !dying)
+      {
+        play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
 
-              /* play_sound(sounds[SND_SQUISH]); */
-            }
-          score_multiplier++;
+        // Hit from left side
+        if (player->base.x < base.x) {
+          physic.set_velocity_x(5);
+          dir = RIGHT;
+        }
+        // Hit from right side
+        else {
+          physic.set_velocity_x(-5);
+          dir = LEFT;
         }
+
+        mode = KICK;
+        set_sprite(img_laptop_flat_left, img_laptop_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_laptop_flat_left = sprite_manager->load("laptop-flat-left");
+  img_laptop_flat_right = sprite_manager->load("laptop-flat-right");
+  img_laptop_falling_left = sprite_manager->load("laptop-falling-left");
+  img_laptop_falling_right = sprite_manager->load("laptop-falling-right");
+  img_bsod_left = sprite_manager->load("bsod-left");
+  img_bsod_right = sprite_manager->load("bsod-right");
+  img_laptop_left = sprite_manager->load("laptop-left");
+  img_laptop_right = sprite_manager->load("laptop-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 //