a first implementation of doors to switch between sectors
[supertux.git] / src / badguy.cpp
index 8486f3a..cfdc7ac 100644 (file)
 #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"
+#include "camera.h"
+#include "lispwriter.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
 
 Sprite* img_mriceblock_flat_left;
 Sprite* img_mriceblock_flat_right;
@@ -42,8 +44,11 @@ Sprite* img_mriceblock_right;
 Sprite* img_jumpy_left_up;
 Sprite* img_jumpy_left_down;
 Sprite* img_jumpy_left_middle;
+Sprite* img_jumpy_left_iced;
 Sprite* img_mrbomb_left;
 Sprite* img_mrbomb_right;
+Sprite* img_mrbomb_iced_left;
+Sprite* img_mrbomb_iced_right;
 Sprite* img_mrbomb_ticking_left;
 Sprite* img_mrbomb_ticking_right;
 Sprite* img_mrbomb_explosion;
@@ -52,6 +57,8 @@ Sprite* img_stalactite_broken;
 Sprite* img_flame;
 Sprite* img_fish;
 Sprite* img_fish_down;
+Sprite* img_fish_iced;
+Sprite* img_fish_iced_down;
 Sprite* img_bouncingsnowball_left;
 Sprite* img_bouncingsnowball_right;
 Sprite* img_bouncingsnowball_squished;
@@ -59,12 +66,18 @@ Sprite* img_flyingsnowball;
 Sprite* img_flyingsnowball_squished;
 Sprite* img_spiky_left;
 Sprite* img_spiky_right;
+Sprite* img_spiky_iced_left;
+Sprite* img_spiky_iced_right;
 Sprite* img_snowball_left;
 Sprite* img_snowball_right;
 Sprite* img_snowball_squished_left;
 Sprite* img_snowball_squished_right;
+Sprite* img_wingling_left;
+Sprite* img_walkingtree_left;
+Sprite* img_walkingtree_left_small;
 
 #define BADGUY_WALK_SPEED .8f
+#define WINGLING_FLY_SPEED 1.6f
 
 BadGuyKind  badguykind_from_string(const std::string& str)
 {
@@ -88,10 +101,13 @@ BadGuyKind  badguykind_from_string(const std::string& str)
     return BAD_SPIKY;
   else if (str == "snowball" || str == "bsod") // was bsod in old maps
     return BAD_SNOWBALL;
+  else if (str == "wingling")
+    return BAD_WINGLING;
+  else if (str == "walkingtree")
+    return BAD_WALKINGTREE;
   else
     {
-      printf("Couldn't convert badguy: '%s'\n", str.c_str());
-      return BAD_SNOWBALL;
+      return BAD_INVALID;
     }
 }
 
@@ -129,51 +145,134 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_SNOWBALL:
       return "snowball";
       break;
+    case BAD_WINGLING:
+      return "wingling";
+      break;
+    case BAD_WALKINGTREE:
+      return "walkingtree";
     default:
       return "snowball";
     }
 }
 
-BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
+  : removable(false), squishcount(0)
+{
+  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)
 {
-  base.x   = x;
-  base.y   = y;    
+  start_position.x = x;
+  start_position.y = y;
+  stay_on_platform = false;
+
+  kind     = kind_;
+  
+  init();
+}
+
+BadGuy::~BadGuy()
+{
+}
+
+void
+BadGuy::init()
+{
+  base.x = 0;
+  base.y = 0;
   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_;
   old_base = base;
   dir      = LEFT;
   seen     = false;
   animation_offset = 0;
+  target.x = target.y = -1;
   sprite_left = sprite_right = 0;
   physic.reset();
+  frozen_timer.init(true);
   timer.init(true);
 
+  // if we're in a solid tile at start correct that now
+  if(kind != BAD_FLAME && kind != BAD_FISH && 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;
+    }
+
+  if(Sector::current() && Sector::current()->camera) {
+    Vector scroll = Sector::current()->camera->get_translation();
+
+    if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
+        start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
+        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 > 0 && start_position.x <= screen->w
+        && start_position.y > 0 && start_position.y <= screen->h)
+      activate(LEFT);
+  }
+}
+
+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);
+
+  dir = activation_dir;
+  float dirsign = activation_dir == LEFT ? -1 : 1;
+  
   if(kind == BAD_MRBOMB) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
     set_sprite(img_mrbomb_left, img_mrbomb_right);
   } else if (kind == BAD_MRICEBLOCK) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
     set_sprite(img_mriceblock_left, img_mriceblock_right);
   } else if(kind == BAD_JUMPY) {
     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...
+    // 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);
   } else if(kind == BAD_BOUNCINGSNOWBALL) {
-    physic.set_velocity(-1.3, 0);
+    physic.set_velocity(dirsign * 1.3, 0);
     set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
   } else if(kind == BAD_STALACTITE) {
     physic.enable_gravity(false);
@@ -185,25 +284,34 @@ BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
     set_sprite(img_flyingsnowball, img_flyingsnowball);
     physic.enable_gravity(false);
   } else if(kind == BAD_SPIKY) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
     set_sprite(img_spiky_left, img_spiky_right);
   } else if(kind == BAD_SNOWBALL) {
-    physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
     set_sprite(img_snowball_left, img_snowball_right);
+  } else if(kind == BAD_WINGLING) {
+    physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+    physic.enable_gravity(false);
+    set_sprite(img_wingling_left, img_wingling_left);
+  } else if (kind == BAD_WALKINGTREE) {
+    // TODO: why isn't the height/width being set properly in set_sprite?
+    physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+    mode = BGM_BIG;
+    set_sprite(img_walkingtree_left, img_walkingtree_left);
+    base.width = 66;
+    base.height = 66;
   }
 
-  // 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;
-  }
+  base.x = start_position.x;
+  base.y = start_position.y;  
+  old_base = base;
+  seen = true;
 }
 
 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(mode != HELD)
     fall();
@@ -212,7 +320,7 @@ BadGuy::action_mriceblock(float frame_ratio)
   if (mode != HELD)
     {
       // move
-      physic.apply(frame_ratio, base.x, base.y);
+      physic.apply(elapsed_time, base.x, base.y);
       if (dying != DYING_FALLING)
         collision_swept_object_map(&old_base,&base);
     }
@@ -258,6 +366,8 @@ BadGuy::action_mriceblock(float frame_ratio)
       check_horizontal_bump();
       if(mode == KICK && changed != dir)
         {
+          float scroll_x = Sector::current()->camera->get_translation().x;
+          
           /* handle stereo sound (number 10 should be tweaked...)*/
           if (base.x < scroll_x + screen->w/2 - 10)
             play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
@@ -286,12 +396,19 @@ BadGuy::check_horizontal_bump(bool checkcliff)
     float halfheight = base.height / 2;
     if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
     {
+        if (kind == BAD_MRICEBLOCK && mode == KICK)
+            Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
+            
         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 (kind == BAD_MRICEBLOCK && mode == KICK)
+            Sector::current()->trybreakbrick(
+                Vector(base.x + base.width, (int) base.y + halfheight), false);
+            
         dir = LEFT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
         return;
@@ -348,12 +465,12 @@ BadGuy::fall()
                   if (dir == LEFT)
                   {
                     dir = RIGHT;
-                    physic.set_velocity_x(fabs(physic.get_velocity_x()));
+                    physic.set_velocity_x(fabsf(physic.get_velocity_x()));
                   } 
                   else
                   {
                     dir = LEFT;
-                    physic.set_velocity_x(-fabs(physic.get_velocity_x()));
+                    physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
                   }
                 }
             }
@@ -366,22 +483,25 @@ BadGuy::fall()
 }
 
 void
-BadGuy::remove_me()
+BadGuy::action_jumpy(double elapsed_time)
 {
-  removable = true;
-}
+  if(frozen_timer.check())
+    {
+    set_sprite(img_jumpy_left_iced, img_jumpy_left_iced);
+    return;
+    }
 
-void
-BadGuy::action_jumpy(float frame_ratio)
-{
-  if (fabsf(physic.get_velocity_y()) < 2.5f)
+  const float vy = physic.get_velocity_y();
+
+  // XXX: These tests *should* use location from ground, not velocity
+  if (fabsf(vy) > 5.6f)
+    set_sprite(img_jumpy_left_down, img_jumpy_left_down);
+  else if (fabsf(vy) > 5.3f)
     set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
-  else if (physic.get_velocity_y() < 0)
+  else
     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();
+  Player& tux = *Sector::current()->player;
 
   static const float JUMPV = 6;
     
@@ -406,26 +526,32 @@ BadGuy::action_jumpy(float frame_ratio)
     dir = LEFT;
 
   // move
-  physic.apply(frame_ratio, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y);
   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_sprite(img_mrbomb_iced_left, img_mrbomb_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);
   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;
@@ -442,6 +568,8 @@ BadGuy::action_bomb(float frame_ratio)
       dying = DYING_NOT; // now the bomb hurts
       timer.start(EXPLODETIME);
 
+      float scroll_x = Sector::current()->camera->get_translation().x;
+
       /* play explosion sound */  // FIXME: is the stereo all right? maybe we should use player cordinates...
       if (base.x < scroll_x + screen->w/2 - 10)
         play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
@@ -457,14 +585,14 @@ BadGuy::action_bomb(float frame_ratio)
   }
 
   // move
-  physic.apply(frame_ratio, base.x, base.y);                 
+  physic.apply(elapsed_time, base.x, base.y);                 
   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;
@@ -497,32 +625,43 @@ BadGuy::action_stalactite(float frame_ratio)
   }
 
   // move
-  physic.apply(frame_ratio, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y);
 
   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_sprite(img_fish_iced_down, img_fish_iced_down);
+    else
+      set_sprite(img_fish_iced, img_fish_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)->attributes & Tile::WATER
+      && physic.get_velocity_y() <= 0 && mode == NORMAL)
     {
       mode = FISH_WAIT;
       set_sprite(0, 0);
@@ -539,7 +678,7 @@ BadGuy::action_fish(float frame_ratio)
       physic.enable_gravity(true);
     }
 
-  physic.apply(frame_ratio, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y);
   if(dying == DYING_NOT)
     collision_swept_object_map(&old_base, &base);
 
@@ -548,7 +687,7 @@ BadGuy::action_fish(float frame_ratio)
 }
 
 void
-BadGuy::action_bouncingsnowball(float frame_ratio)
+BadGuy::action_bouncingsnowball(double elapsed_time)
 {
   static const float JUMPV = 4.5;
     
@@ -568,21 +707,17 @@ 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);
   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;
@@ -608,22 +743,24 @@ 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);
   if(dying == DYING_NOT || dying == DYING_SQUISHED)
     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_spiky(float frame_ratio)
+BadGuy::action_spiky(double elapsed_time)
 {
+  if(frozen_timer.check())
+    {
+    set_sprite(img_spiky_iced_left, img_spiky_iced_right);
+    return;
+    }
+
   if (dying == DYING_NOT)
     check_horizontal_bump();
 
@@ -637,112 +774,224 @@ BadGuy::action_spiky(float frame_ratio)
   }
 #endif
 
-  physic.apply(frame_ratio, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base);   
 }
 
 void
-BadGuy::action_snowball(float frame_ratio)
+BadGuy::action_snowball(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);
   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_wingling(double elapsed_time)
 {
-  // Remove if it's far off the screen:
-  if (base.x < scroll_x - OFFSCREEN_DISTANCE)
+  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)
     {
-      remove_me();                                                
-      return;
+      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);
 
+
+  // 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)
+{
+  Player& tux = *Sector::current()->player;
+  Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
+
+  if (dying == DYING_NOT)
+    check_horizontal_bump();
+
+  fall();
+
+  if (mode == BGM_BIG)
+  {
+    if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
+    {
+      dir = RIGHT;
+      physic.set_velocity_x(-physic.get_velocity_x());
+    }
+    else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
+    {
+      dir = LEFT;
+      physic.set_velocity_x(-physic.get_velocity_x());
+    }
+  }
+  
+
+  physic.apply(elapsed_time, base.x, base.y);
+  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 elapsed_time)
+{
+  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) {
+    /* activate badguys if they're just inside the offscreen_distance around the
+     * screen. Don't activate them inside the screen, since that might have the
+     * effect of badguys suddenly popping up from nowhere
+     */
+    if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+        start_position.x < scroll_x - base.width)
+      activate(RIGHT);
+    else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
+        start_position.y < scroll_y - base.height)
+      activate(LEFT);
+    else if(start_position.x > scroll_x + screen->w &&
+        start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
+      activate(LEFT);
+    else if(start_position.y > scroll_y + screen->h &&
+        start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+      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_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);
+      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)
+  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+  if(sprite == 0)
     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(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+    sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
+  else
+    sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
 
-  if (debug_mode)
-    fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
+  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
@@ -803,8 +1052,8 @@ BadGuy::squish_me(Player* player)
 {
   make_player_jump(player);
     
-  World::current()->add_score(base.x - scroll_x,
-                              base.y, 50 * player_status.score_multiplier);
+  Sector::current()->add_score(Vector(base.x, base.y),
+                              50 * player_status.score_multiplier);
   play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
   player_status.score_multiplier++;
 
@@ -820,13 +1069,13 @@ 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);
+    Sector::current()->add_score(Vector(base.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_MRICEBLOCK) {
@@ -860,7 +1109,7 @@ BadGuy::squish(Player* player)
 
     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);
@@ -875,7 +1124,8 @@ BadGuy::squish(Player* player)
       
     make_player_jump(player);
              
-    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...
@@ -893,13 +1143,34 @@ BadGuy::squish(Player* player)
     squish_me(player);
     set_sprite(img_snowball_squished_left, img_snowball_squished_right);
     return;
+  } else if(kind == BAD_WINGLING) {
+    squish_me(player);
+    set_sprite(img_wingling_left, img_wingling_left);
+  } else if(kind == BAD_WALKINGTREE) {
+    if (mode == BGM_BIG)
+    {
+      set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
+      physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
+      // XXX magic number: 66 is BGM_BIG height
+
+      make_player_jump(player);
+      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;
 
   dying = DYING_FALLING;
@@ -907,25 +1178,46 @@ BadGuy::kill_me(int score)
     set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
     if(mode == HELD) {
       mode = NORMAL;
-      Player& tux = *World::current()->get_tux();  
+      Player& tux = *Sector::current()->player;
       tux.holding_something = false;
     }
   }
-  
+
   physic.enable_gravity(true);
 
   /* Gain some points: */
-    World::current()->add_score(base.x - scroll_x, base.y,
-                    score * 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);
 }
 
 void
+BadGuy::explode(bool right_way)
+{
+  BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  if(right_way)
+    {
+    badguy->timer.start(0);
+    badguy->mode = BOMB_TICKING;
+    }
+
+  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();
@@ -942,19 +1234,34 @@ 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)
+          kill_me(10);
+        }
+      else if(pbullet_c->kind == ICE_BULLET)
+        {
+        //if(kind == BAD_FLAME)
+        //  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);
@@ -967,9 +1274,7 @@ 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)
@@ -981,13 +1286,24 @@ 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)
           break;
@@ -998,16 +1314,14 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
           if (pbad_c->dir == LEFT)
           {
             dir = RIGHT;
-            physic.set_velocity(fabs(physic.get_velocity_x()), 2);
+            physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
           }
           else if (pbad_c->dir == RIGHT)
           {
             dir = LEFT;
-            physic.set_velocity(-fabs(physic.get_velocity_x()), 2);
+            physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
           }
 
-
-
           break;
         }
         else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
@@ -1018,12 +1332,16 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
             if (dir == LEFT)
             {
               dir = RIGHT;
-              physic.set_velocity_x(fabs(physic.get_velocity_x()));
+              physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+
+              // in case badguys get "jammed"
+              if (physic.get_velocity_x() != 0)
+                base.x = pbad_c->base.x + pbad_c->base.width;
             }
             else if (dir == RIGHT)
             {
               dir = LEFT;
-              physic.set_velocity_x(-fabs(physic.get_velocity_x()));
+              physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
             }
 
           }
@@ -1058,6 +1376,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
     }
 }
 
+
 //---------------------------------------------------------------------------
 
 void load_badguy_gfx()
@@ -1071,8 +1390,11 @@ void load_badguy_gfx()
   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_jumpy_left_iced = sprite_manager->load("jumpy-left-iced");
   img_mrbomb_left = sprite_manager->load("mrbomb-left");
   img_mrbomb_right = sprite_manager->load("mrbomb-right");
+  img_mrbomb_iced_left = sprite_manager->load("mrbomb-iced-left");
+  img_mrbomb_iced_right = sprite_manager->load("mrbomb-iced-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");
@@ -1081,6 +1403,8 @@ void load_badguy_gfx()
   img_flame = sprite_manager->load("flame");
   img_fish = sprite_manager->load("fish");
   img_fish_down = sprite_manager->load("fish-down");
+  img_fish_iced = sprite_manager->load("fish-iced");
+  img_fish_iced_down = sprite_manager->load("fish-iced-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");
@@ -1088,10 +1412,15 @@ void load_badguy_gfx()
   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_spiky_iced_left = sprite_manager->load("spiky-iced-left");
+  img_spiky_iced_right = sprite_manager->load("spiky-iced-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");
+  img_wingling_left = sprite_manager->load("wingling-left");
+  img_walkingtree_left = sprite_manager->load("walkingtree-left");
+  img_walkingtree_left_small = sprite_manager->load("walkingtree-left-small");
 }
 
 void free_badguy_gfx()