Fix coverity issues (uninitialized members)
[supertux.git] / src / badguy / badguy.cpp
index a9edc75..cc0638e 100644 (file)
-//  $Id$
-// 
 //  SuperTux
-//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
-//  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 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 3 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 <config.h>
-
-#include "badguy.hpp"
-#include "object/camera.hpp"
-#include "object/tilemap.hpp"
-#include "tile.hpp"
-#include "statistics.hpp"
-#include "game_session.hpp"
-#include "msg.hpp"
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "badguy/badguy.hpp"
+
+#include "audio/sound_manager.hpp"
+#include "object/bullet.hpp"
+#include "object/player.hpp"
+#include "supertux/level.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
+#include "util/reader.hpp"
+
+#include <math.h>
+#include <sstream>
 
 static const float SQUISH_TIME = 2;
-static const float X_OFFSCREEN_DISTANCE = 1600;
-static const float Y_OFFSCREEN_DISTANCE = 1200;
 
-BadGuy::BadGuy()
-  : countMe(true), sprite(0), remove_out_of_bounds(true), dir(LEFT), state(STATE_INIT)
+static const float X_OFFSCREEN_DISTANCE = 1280;
+static const float Y_OFFSCREEN_DISTANCE = 800;
+
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) :
+  MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
+  physic(),
+  countMe(true),
+  is_initialized(false),
+  start_position(),
+  dir(LEFT),
+  start_dir(AUTO),
+  frozen(false),
+  ignited(false),
+  in_water(false),
+  dead_script(),
+  state(STATE_INIT),
+  is_active_flag(),
+  state_timer(),
+  on_ground_flag(false),
+  floor_normal(),
+  colgroup_active(COLGROUP_MOVING)
 {
-  set_group(COLGROUP_DISABLED);
+  start_position = bbox.p1;
+
+  SoundManager::current()->preload("sounds/squish.wav");
+  SoundManager::current()->preload("sounds/fall.wav");
+  SoundManager::current()->preload("sounds/splash.ogg");
+
+  dir = (start_dir == AUTO) ? LEFT : start_dir;
 }
 
-BadGuy::~BadGuy()
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) :
+  MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
+  physic(),
+  countMe(true),
+  is_initialized(false),
+  start_position(),
+  dir(direction),
+  start_dir(direction),
+  frozen(false),
+  ignited(false),
+  in_water(false),
+  dead_script(),
+  state(STATE_INIT),
+  is_active_flag(),
+  state_timer(),
+  on_ground_flag(false),
+  floor_normal(),
+  colgroup_active(COLGROUP_MOVING)
 {
-  delete sprite;
+  start_position = bbox.p1;
+
+  SoundManager::current()->preload("sounds/squish.wav");
+  SoundManager::current()->preload("sounds/fall.wav");
+  SoundManager::current()->preload("sounds/splash.ogg");
+
+  dir = (start_dir == AUTO) ? LEFT : start_dir;
+}
+
+BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) :
+  MovingSprite(reader, sprite_name_, layer_, COLGROUP_DISABLED),
+  physic(),
+  countMe(true),
+  is_initialized(false),
+  start_position(),
+  dir(LEFT),
+  start_dir(AUTO),
+  frozen(false),
+  ignited(false),
+  in_water(false),
+  dead_script(),
+  state(STATE_INIT),
+  is_active_flag(),
+  state_timer(),
+  on_ground_flag(false),
+  floor_normal(),
+  colgroup_active(COLGROUP_MOVING)
+{
+  start_position = bbox.p1;
+
+  std::string dir_str = "auto";
+  reader.get("direction", dir_str);
+  start_dir = str2dir( dir_str );
+  dir = start_dir;
+
+  reader.get("dead-script", dead_script);
+
+  SoundManager::current()->preload("sounds/squish.wav");
+  SoundManager::current()->preload("sounds/fall.wav");
+  SoundManager::current()->preload("sounds/splash.ogg");
+
+  dir = (start_dir == AUTO) ? LEFT : start_dir;
 }
 
 void
 BadGuy::draw(DrawingContext& context)
 {
-  if(!sprite)
+  if(!sprite.get())
     return;
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
   if(state == STATE_FALLING) {
     DrawingEffect old_effect = context.get_drawing_effect();
-    context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+    sprite->draw(context, get_pos(), layer);
     context.set_drawing_effect(old_effect);
   } else {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    sprite->draw(context, get_pos(), layer);
   }
 }
 
 void
 BadGuy::update(float elapsed_time)
 {
-  if(!Sector::current()->inside(bbox) && remove_out_of_bounds) {
+  if(!Sector::current()->inside(bbox)) {
+    is_active_flag = false;
     remove_me();
+    if(countMe) {
+      // get badguy name from sprite_name ignoring path and extension
+      std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
+      int path_chars = badguy.rfind("/",badguy.length());
+      badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
+      // log warning since badguys_killed can no longer reach total_badguys
+      std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
+      log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
+    }
     return;
   }
-  if(is_offscreen()) {
+  if ((state != STATE_INACTIVE) && is_offscreen()) {
+    if (state == STATE_ACTIVE) deactivate();
     set_state(STATE_INACTIVE);
   }
-  
+
   switch(state) {
     case STATE_ACTIVE:
+      is_active_flag = true;
       active_update(elapsed_time);
       break;
     case STATE_INIT:
     case STATE_INACTIVE:
+      is_active_flag = false;
       inactive_update(elapsed_time);
       try_activate();
       break;
     case STATE_SQUISHED:
+      is_active_flag = false;
       if(state_timer.check()) {
         remove_me();
         break;
@@ -87,31 +182,50 @@ BadGuy::update(float elapsed_time)
       movement = physic.get_movement(elapsed_time);
       break;
     case STATE_FALLING:
+      is_active_flag = false;
       movement = physic.get_movement(elapsed_time);
       break;
   }
+
+  on_ground_flag = false;
+}
+
+Direction
+BadGuy::str2dir( std::string dir_str )
+{
+  if( dir_str == "auto" )
+    return AUTO;
+  if( dir_str == "left" )
+    return LEFT;
+  if( dir_str == "right" )
+    return RIGHT;
+
+  //default to "auto"
+  log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
+  return AUTO;
 }
 
 void
-BadGuy::activate()
+BadGuy::initialize()
 {
 }
 
 void
-BadGuy::deactivate()
+BadGuy::activate()
 {
 }
 
 void
-BadGuy::save(lisp::Writer& )
+BadGuy::deactivate()
 {
-       msg_warning << "tried to write out a generic badguy" << std::endl;
 }
 
 void
 BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
+  if(frozen)
+    sprite->stop_animation();
 }
 
 void
@@ -122,71 +236,104 @@ BadGuy::inactive_update(float )
 void
 BadGuy::collision_tile(uint32_t tile_attributes)
 {
-  if(tile_attributes & Tile::HURTS)
-    kill_fall();
+  // Don't kill badguys that have already been killed
+  if (!is_active()) return;
+
+  if(tile_attributes & Tile::WATER && !is_in_water())
+  {
+    in_water = true;
+    SoundManager::current()->play("sounds/splash.ogg", get_pos());
+  }
+  if(!(tile_attributes & Tile::WATER) && is_in_water())
+  {
+    in_water = false;
+  }
+
+  if(tile_attributes & Tile::HURTS) {
+    if (tile_attributes & Tile::FIRE) {
+      if (is_flammable()) ignite();
+    }
+    else if (tile_attributes & Tile::ICE) {
+      if (is_freezable()) freeze();
+    }
+    else {
+      kill_fall();
+    }
+  }
 }
 
 HitResponse
 BadGuy::collision(GameObject& other, const CollisionHit& hit)
 {
-  switch(state) {
-    case STATE_INIT:
-    case STATE_INACTIVE:
-      return ABORT_MOVE;
-    case STATE_ACTIVE: {
-      if(other.get_flags() & FLAG_SOLID)
-        return collision_solid(other, hit);
+  if (!is_active()) return ABORT_MOVE;
 
-      BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-      if(badguy && badguy->state == STATE_ACTIVE)
-        return collision_badguy(*badguy, hit);
+  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
 
-      Player* player = dynamic_cast<Player*> (&other);
-      if(player)
-        return collision_player(*player, hit);
+    /* Badguys don't let badguys squish other badguys. It's bad. */
+#if 0
+    // hit from above?
+    if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
+      if(collision_squished(*badguy)) {
+        return ABORT_MOVE;
+      }
+    }
+#endif
 
-      return FORCE_MOVE;
+    return collision_badguy(*badguy, hit);
+  }
+
+  Player* player = dynamic_cast<Player*> (&other);
+  if(player) {
+
+    // hit from above?
+    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+      if(player->is_stone()) {
+        kill_fall();
+        return FORCE_MOVE;
+      }
+      if(collision_squished(*player)) {
+        return FORCE_MOVE;
+      }
     }
-    case STATE_SQUISHED:
-      if(other.get_flags() & FLAG_SOLID)
-        return CONTINUE;
-      return FORCE_MOVE;
-    case STATE_FALLING:
+
+    if(player->is_stone()) {
+      collision_solid(hit);
       return FORCE_MOVE;
+    }
+
+    return collision_player(*player, hit);
   }
 
-  return ABORT_MOVE;
+  Bullet* bullet = dynamic_cast<Bullet*> (&other);
+  if(bullet)
+    return collision_bullet(*bullet, hit);
+
+  return FORCE_MOVE;
 }
 
-HitResponse
-BadGuy::collision_solid(GameObject& , const CollisionHit& )
+void
+BadGuy::collision_solid(const CollisionHit& hit)
 {
-  return FORCE_MOVE;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
+  update_on_ground_flag(hit);
 }
 
 HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
 {
   if(player.is_invincible()) {
     kill_fall();
     return ABORT_MOVE;
   }
 
-  printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
-          game_time,
-          player.get_movement().x, player.get_movement().y,
-          get_movement().x, get_movement().y,
-          hit.normal.x, hit.normal.y);
-  // hit from above?
-  if(player.get_movement().y /*- get_movement().y*/ > 0 
-          && player.get_bbox().p2.y <
-      (get_bbox().p1.y + get_bbox().p2.y) / 2) {
-    // if it's not possible to squish us, then this will hurt
-    if(collision_squished(player))
-      return ABORT_MOVE;
-  }
+  //TODO: unfreeze timer
+  if(frozen)
+    //unfreeze();
+    return FORCE_MOVE;
 
-  player.kill(Player::SHRINK);
+  player.kill(false);
   return FORCE_MOVE;
 }
 
@@ -197,49 +344,136 @@ BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
 }
 
 bool
-BadGuy::collision_squished(Player& )
+BadGuy::collision_squished(GameObject& object)
 {
-  return false;
+  // frozen badguys can be killed with butt-jump
+  if(frozen)
+  {
+    Player* player = dynamic_cast<Player*>(&object);
+    if(player && (player->does_buttjump)) {
+      player->bounce(*this);
+      kill_fall();//TODO: shatter frozen badguys
+      return true;
+    }
+  }
+    return false;
+}
+
+HitResponse
+BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
+{
+  if (is_frozen()) {
+    if(bullet.get_type() == FIRE_BONUS) {
+      // fire bullet thaws frozen badguys
+      unfreeze();
+      bullet.remove_me();
+      return ABORT_MOVE;
+    } else {
+      // other bullets ricochet
+      bullet.ricochet(*this, hit);
+      return FORCE_MOVE;
+    }
+  }
+  else if (is_ignited()) {
+    if(bullet.get_type() == ICE_BONUS) {
+      // ice bullets extinguish ignited badguys
+      extinguish();
+      bullet.remove_me();
+      return ABORT_MOVE;
+    } else {
+      // other bullets are absorbed by ignited badguys
+      bullet.remove_me();
+      return FORCE_MOVE;
+    }
+  }
+  else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
+    // fire bullets ignite flammable badguys
+    ignite();
+    bullet.remove_me();
+    return ABORT_MOVE;
+  }
+  else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
+    // ice bullets freeze freezable badguys
+    freeze();
+    bullet.remove_me();
+    return ABORT_MOVE;
+  }
+  else {
+    // in all other cases, bullets ricochet
+    bullet.ricochet(*this, hit);
+    return FORCE_MOVE;
+  }
 }
 
 void
-BadGuy::kill_squished(Player& player)
+BadGuy::kill_squished(GameObject& object)
 {
-  sound_manager->play("sounds/squish.wav", get_pos());
+  if (!is_active()) return;
+
+  SoundManager::current()->play("sounds/squish.wav", get_pos());
   physic.enable_gravity(true);
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
   set_group(COLGROUP_MOVING_ONLY_STATIC);
-  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
-  player.bounce(*this);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) {
+    player->bounce(*this);
+  }
+
+  // start dead-script
+  run_dead_script();
 }
 
 void
 BadGuy::kill_fall()
 {
-  sound_manager->play("sounds/fall.wav", get_pos());
-  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+  if (!is_active()) return;
+
+  SoundManager::current()->play("sounds/fall.wav", get_pos());
   physic.set_velocity_y(0);
+  physic.set_acceleration_y(0);
   physic.enable_gravity(true);
   set_state(STATE_FALLING);
+
+  // Set the badguy layer to be the foremost, so that
+  // this does not reveal secret tilemaps:
+  layer = Sector::current()->get_foremost_layer() + 1;
+
+  // start dead-script
+  run_dead_script();
 }
 
 void
-BadGuy::set_state(State state)
+BadGuy::run_dead_script()
 {
-  if(this->state == state)
+  if (countMe)
+    Sector::current()->get_level()->stats.badguys++;
+
+  countMe = false;
+
+  // start dead-script
+  if(dead_script != "") {
+    std::istringstream stream(dead_script);
+    Sector::current()->run_script(stream, "dead-script");
+  }
+}
+
+void
+BadGuy::set_state(State state_)
+{
+  if(this->state == state_)
     return;
 
   State laststate = this->state;
-  this->state = state;
-  switch(state) {
+  this->state = state_;
+  switch(state_) {
     case STATE_SQUISHED:
       state_timer.start(SQUISH_TIME);
       break;
     case STATE_ACTIVE:
-      set_group(COLGROUP_MOVING);
-      bbox.set_pos(start_position);
+      set_group(colgroup_active);
+      //bbox.set_pos(start_position);
       break;
     case STATE_INACTIVE:
       // was the badguy dead anyway?
@@ -259,112 +493,174 @@ BadGuy::set_state(State state)
 bool
 BadGuy::is_offscreen()
 {
-  float scroll_x = Sector::current()->camera->get_translation().x;
-  float scroll_y = Sector::current()->camera->get_translation().y;
-     
-  if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
-      || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
-      || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
-      || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
-    return true;
-
-  return false;
+  Player* player = get_nearest_player();
+  if (!player) return false;
+  Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
+  // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
+  // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+  if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
+    return false;
+  }
+  return true;
 }
 
 void
 BadGuy::try_activate()
 {
-  float scroll_x = Sector::current()->camera->get_translation().x;
-  float scroll_y = Sector::current()->camera->get_translation().y;
-
-  /* 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 - bbox.get_width() &&
-      start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
-      start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
-    dir = RIGHT;
-    set_state(STATE_ACTIVE);
-    activate();
-  } else if (start_position.x > scroll_x &&
-      start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
-      start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
-      start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
-    dir = LEFT;
-    set_state(STATE_ACTIVE);
-    activate();
-  } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
-      start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
-      ((start_position.y > scroll_y &&
-        start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
-       (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
-        start_position.y < scroll_y))) {
-    dir = start_position.x < scroll_x ? RIGHT : LEFT;
-    set_state(STATE_ACTIVE);
-    activate();
-  } else if(state == STATE_INIT
-      && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
-      && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
-      && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
-      && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
-    dir = LEFT;
+  // Don't activate if player is dying
+  Player* player = get_nearest_player();
+  if (!player) return;
+
+  if (!is_offscreen()) {
     set_state(STATE_ACTIVE);
+    if (!is_initialized) {
+
+      // if starting direction was set to AUTO, this is our chance to re-orient the badguy
+      if (start_dir == AUTO) {
+        Player* player_ = get_nearest_player();
+        if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
+          dir = RIGHT;
+        } else {
+          dir = LEFT;
+        }
+      }
+
+      initialize();
+      is_initialized = true;
+    }
     activate();
-  } 
+  }
 }
 
 bool
-BadGuy::may_fall_off_platform()
-{
-  int tile_x, tile_y;
-  // First, let's say the badguy moves 32 units in the
-  // direction it's heading, so do some voodoo maths magic
-  // to determine its future position.
-  Vector pos;
-  if (dir == LEFT)
-    pos = Vector(bbox.p1.x - 32.f, bbox.p2.y);
-  else
-    pos = Vector(bbox.p2.x, bbox.p2.y);
+BadGuy::might_fall(int height)
+{
+  // make sure we check for at least a 1-pixel fall
+  assert(height > 0);
+
+  float x1;
+  float x2;
+  float y1 = bbox.p2.y + 1;
+  float y2 = bbox.p2.y + 1 + height;
+  if (dir == LEFT) {
+    x1 = bbox.p1.x - 1;
+    x2 = bbox.p1.x;
+  } else {
+    x1 = bbox.p2.x;
+    x2 = bbox.p2.x + 1;
+  }
+  return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
+}
 
-  // Now, snap the badguy's X coordinate to the 32x32/cell grid.
-  if (dir == LEFT) // use the ceiling
-    tile_x = (int)ceilf(pos.x/32.0f);
-  else // use the floor
-    tile_x = (int)floorf(pos.x/32.0f);
+Player*
+BadGuy::get_nearest_player()
+{
+  return Sector::current()->get_nearest_player (this->get_bbox ());
+}
 
-  // We might be falling down, so use the ceiling to round upward and
-  // get the lower position. (Positive Y goes downward.)
-  tile_y = (int)ceilf(pos.y/32.0f);
+void
+BadGuy::update_on_ground_flag(const CollisionHit& hit)
+{
+  if (hit.bottom) {
+    on_ground_flag = true;
+    floor_normal = hit.slope_normal;
+  }
+}
 
-#if defined(DEBUG_STAY_ON_PLATFORM)
-  // Draw!
-  GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999);
-#endif
+bool
+BadGuy::on_ground()
+{
+  return on_ground_flag;
+}
 
-  // Now, if the badguy intersects with a tile, he won't fall off.
-  // If he doesn't intersect, he probably will.
-  // Note that the tile's Y coordinate is offset by +1 from the object's Y.
-  if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID)
+bool
+BadGuy::is_active()
+{
+  return is_active_flag;
+}
+
+Vector
+BadGuy::get_floor_normal()
+{
+  return floor_normal;
+}
+
+void
+BadGuy::freeze()
+{
+  set_group(COLGROUP_MOVING_STATIC);
+  frozen = true;
+
+  if(sprite->has_action("iced-left"))
+    sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
+  // when no iced action exists, default to shading badguy blue
+  else
   {
-    // It's a solid tile. Good.
-    return false;
+    sprite->set_color(Color(0.60, 0.72, 0.88f));
+    sprite->stop_animation();
   }
-
-  // Watch out there buddy, you might take a sticky end!
-  return true;
 }
 
-Player* 
-BadGuy::get_nearest_player()
+void
+BadGuy::unfreeze()
 {
-  // FIXME: does not really return nearest player
+  set_group(colgroup_active);
+  frozen = false;
 
-  std::vector<Player*> players = Sector::current()->get_players();
-  for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
-    Player* player = *playerIter;
-    return player;
+  // restore original color if needed
+  if(!sprite->has_action("iced-left"))
+  {
+    sprite->set_color(Color(1.00, 1.00, 1.00f));
+    sprite->set_animation_loops();
   }
+}
 
-  return 0;
+bool
+BadGuy::is_freezable() const
+{
+  return false;
+}
+
+bool
+BadGuy::is_frozen() const
+{
+  return frozen;
+}
+
+bool
+BadGuy::is_in_water() const
+{
+  return in_water;
 }
+
+void
+BadGuy::ignite()
+{
+  kill_fall();
+}
+
+void
+BadGuy::extinguish()
+{
+}
+
+bool
+BadGuy::is_flammable() const
+{
+  return true;
+}
+
+bool
+BadGuy::is_ignited() const
+{
+  return ignited;
+}
+
+void
+BadGuy::set_colgroup_active(CollisionGroup group_)
+{
+  this->colgroup_active = group_;
+  if (state == STATE_ACTIVE) set_group(group_);
+}
+
+/* EOF */