1 // $Id: badguy.cpp 2620 2005-06-18 12:12:10Z matzebraun $
2 //
3 // SuperTux
4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Matthias Braun <matze@braunis.de>
7 //
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
12 //
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
17 //
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
21 // 02111-1307, USA.
22
23 #include <iostream>
24 #include <math.h>
25
26 #include "globals.h"
27 #include "defines.h"
28 #include "badguy.h"
29 #include "scene.h"
30 #include "screen.h"
31 #include "world.h"
32 #include "tile.h"
33 #include "resources.h"
34 #include "sprite_manager.h"
35
36 Sprite* img_mriceblock_flat_left;
37 Sprite* img_mriceblock_flat_right;
38 Sprite* img_mriceblock_falling_left;
39 Sprite* img_mriceblock_falling_right;
40 Sprite* img_mriceblock_left;
41 Sprite* img_mriceblock_right;
42 Sprite* img_jumpy_left_up;
43 Sprite* img_jumpy_left_down;
44 Sprite* img_jumpy_left_middle;
45 Sprite* img_mrbomb_left;
46 Sprite* img_mrbomb_right;
47 Sprite* img_mrbomb_ticking_left;
48 Sprite* img_mrbomb_ticking_right;
49 Sprite* img_mrbomb_explosion;
50 Sprite* img_stalactite;
51 Sprite* img_stalactite_broken;
52 Sprite* img_flame;
53 Sprite* img_fish;
54 Sprite* img_fish_down;
55 Sprite* img_bouncingsnowball_left;
56 Sprite* img_bouncingsnowball_right;
57 Sprite* img_bouncingsnowball_squished;
58 Sprite* img_flyingsnowball;
59 Sprite* img_flyingsnowball_squished;
60 Sprite* img_spiky_left;
61 Sprite* img_spiky_right;
62 Sprite* img_snowball_left;
63 Sprite* img_snowball_right;
64 Sprite* img_snowball_squished_left;
65 Sprite* img_snowball_squished_right;
66
67 #define BADGUY_WALK_SPEED .8f
68
badguykind_from_string(const std::string & str)69 BadGuyKind badguykind_from_string(const std::string& str)
70 {
71 if (str == "money" || str == "jumpy") // was money in old maps
72 return BAD_JUMPY;
73 else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
74 return BAD_MRICEBLOCK;
75 else if (str == "mrbomb")
76 return BAD_MRBOMB;
77 else if (str == "stalactite")
78 return BAD_STALACTITE;
79 else if (str == "flame")
80 return BAD_FLAME;
81 else if (str == "fish")
82 return BAD_FISH;
83 else if (str == "bouncingsnowball")
84 return BAD_BOUNCINGSNOWBALL;
85 else if (str == "flyingsnowball")
86 return BAD_FLYINGSNOWBALL;
87 else if (str == "spiky")
88 return BAD_SPIKY;
89 else if (str == "snowball" || str == "bsod") // was bsod in old maps
90 return BAD_SNOWBALL;
91 else
92 {
93 printf("Couldn't convert badguy: '%s'\n", str.c_str());
94 return BAD_SNOWBALL;
95 }
96 }
97
badguykind_to_string(BadGuyKind kind)98 std::string badguykind_to_string(BadGuyKind kind)
99 {
100 switch(kind)
101 {
102 case BAD_JUMPY:
103 return "jumpy";
104 break;
105 case BAD_MRICEBLOCK:
106 return "mriceblock";
107 break;
108 case BAD_MRBOMB:
109 return "mrbomb";
110 break;
111 case BAD_STALACTITE:
112 return "stalactite";
113 break;
114 case BAD_FLAME:
115 return "flame";
116 break;
117 case BAD_FISH:
118 return "fish";
119 break;
120 case BAD_BOUNCINGSNOWBALL:
121 return "bouncingsnowball";
122 break;
123 case BAD_FLYINGSNOWBALL:
124 return "flyingsnowball";
125 break;
126 case BAD_SPIKY:
127 return "spiky";
128 break;
129 case BAD_SNOWBALL:
130 return "snowball";
131 break;
132 default:
133 return "snowball";
134 }
135 }
136
BadGuy(float x,float y,BadGuyKind kind_,bool stay_on_platform_)137 BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
138 : removable(false), squishcount(0)
139 {
140 base.x = x;
141 base.y = y;
142 base.width = 0;
143 base.height = 0;
144 base.xm = 0;
145 base.ym = 0;
146
147 stay_on_platform = stay_on_platform_;
148 mode = NORMAL;
149 dying = DYING_NOT;
150 kind = kind_;
151 old_base = base;
152 dir = LEFT;
153 seen = false;
154 animation_offset = 0;
155 sprite_left = sprite_right = 0;
156 physic.reset();
157 timer.init(true);
158
159 if(kind == BAD_MRBOMB) {
160 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
161 set_sprite(img_mrbomb_left, img_mrbomb_right);
162 } else if (kind == BAD_MRICEBLOCK) {
163 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
164 set_sprite(img_mriceblock_left, img_mriceblock_right);
165 } else if(kind == BAD_JUMPY) {
166 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
167 } else if(kind == BAD_BOMB) {
168 set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
169 // hack so that the bomb doesn't hurt until it expldes...
170 dying = DYING_SQUISHED;
171 } else if(kind == BAD_FLAME) {
172 base.ym = 0; // we misuse base.ym as angle for the flame
173 physic.enable_gravity(false);
174 set_sprite(img_flame, img_flame);
175 } else if(kind == BAD_BOUNCINGSNOWBALL) {
176 physic.set_velocity(-1.3, 0);
177 set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
178 } else if(kind == BAD_STALACTITE) {
179 physic.enable_gravity(false);
180 set_sprite(img_stalactite, img_stalactite);
181 } else if(kind == BAD_FISH) {
182 set_sprite(img_fish, img_fish);
183 physic.enable_gravity(true);
184 } else if(kind == BAD_FLYINGSNOWBALL) {
185 set_sprite(img_flyingsnowball, img_flyingsnowball);
186 physic.enable_gravity(false);
187 } else if(kind == BAD_SPIKY) {
188 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
189 set_sprite(img_spiky_left, img_spiky_right);
190 } else if(kind == BAD_SNOWBALL) {
191 physic.set_velocity(-BADGUY_WALK_SPEED, 0);
192 set_sprite(img_snowball_left, img_snowball_right);
193 }
194
195 // if we're in a solid tile at start correct that now
196 if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
197 {
198 std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
199 << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
200 while(collision_object_map(base))
201 --base.y;
202 }
203 }
204
205 void
action_mriceblock(double frame_ratio)206 BadGuy::action_mriceblock(double frame_ratio)
207 {
208 Player& tux = *World::current()->get_tux();
209
210 if(mode != HELD)
211 fall();
212
213 /* Move left/right: */
214 if (mode != HELD)
215 {
216 // move
217 physic.apply(frame_ratio, base.x, base.y);
218 if (dying != DYING_FALLING)
219 collision_swept_object_map(&old_base,&base);
220 }
221 else if (mode == HELD)
222 { /* FIXME: The pbad object shouldn't know about pplayer objects. */
223 /* If we're holding the iceblock */
224 dir = tux.dir;
225 if(dir==RIGHT)
226 {
227 base.x = tux.base.x + 16;
228 base.y = tux.base.y + tux.base.height/1.5 - base.height;
229 }
230 else /* facing left */
231 {
232 base.x = tux.base.x - 16;
233 base.y = tux.base.y + tux.base.height/1.5 - base.height;
234 }
235 if(collision_object_map(base))
236 {
237 base.x = tux.base.x;
238 base.y = tux.base.y + tux.base.height/1.5 - base.height;
239 }
240
241 if(tux.input.fire != DOWN) /* SHOOT! */
242 {
243 if(dir == LEFT)
244 base.x -= 24;
245 else
246 base.x += 24;
247 old_base = base;
248
249 mode=KICK;
250 tux.kick_timer.start(KICKING_TIME);
251 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
252 physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
253 play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
254 }
255 }
256
257 if (!dying)
258 {
259 int changed = dir;
260 check_horizontal_bump();
261 if(mode == KICK && changed != dir)
262 {
263 /* handle stereo sound (number 10 should be tweaked...)*/
264 if (base.x < scroll_x + screen->w/2 - 10)
265 play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
266 else if (base.x > scroll_x + screen->w/2 + 10)
267 play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
268 else
269 play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
270 }
271 }
272
273 /* Handle mode timer: */
274 if (mode == FLAT)
275 {
276 if(!timer.check())
277 {
278 mode = NORMAL;
279 set_sprite(img_mriceblock_left, img_mriceblock_right);
280 physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
281 }
282 }
283 }
284
285 void
check_horizontal_bump(bool checkcliff)286 BadGuy::check_horizontal_bump(bool checkcliff)
287 {
288 float halfheight = base.height / 2;
289 if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
290 {
291 if (kind == BAD_MRICEBLOCK && mode == KICK)
292 World::current()->trybreakbrick(base.x, base.y + halfheight, false, dir);
293
294 dir = RIGHT;
295 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
296 return;
297 }
298 if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
299 {
300 if (kind == BAD_MRICEBLOCK && mode == KICK)
301 World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false, dir);
302
303 dir = LEFT;
304 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
305 return;
306 }
307
308 // don't check for cliffs when we're falling
309 if(!checkcliff)
310 return;
311 if(!issolid(base.x + base.width/2, base.y + base.height))
312 return;
313
314 if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
315 {
316 dir = RIGHT;
317 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
318 return;
319 }
320 if(dir == RIGHT && !issolid(base.x + base.width,
321 (int) base.y + base.height + halfheight))
322 {
323 dir = LEFT;
324 physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
325 return;
326 }
327 }
328
329 void
fall()330 BadGuy::fall()
331 {
332 /* Fall if we get off the ground: */
333 if (dying != DYING_FALLING)
334 {
335 if (!issolid(base.x+base.width/2, base.y + base.height))
336 {
337 // not solid below us? enable gravity
338 physic.enable_gravity(true);
339 }
340 else
341 {
342 /* Land: */
343 if (physic.get_velocity_y() < 0)
344 {
345 base.y = int((base.y + base.height)/32) * 32 - base.height;
346 physic.set_velocity_y(0);
347 }
348 // no gravity anymore please
349 physic.enable_gravity(false);
350
351 if (stay_on_platform && mode == NORMAL)
352 {
353 if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
354 base.y + base.height))
355 {
356 if (dir == LEFT)
357 {
358 dir = RIGHT;
359 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
360 }
361 else
362 {
363 dir = LEFT;
364 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
365 }
366 }
367 }
368 }
369 }
370 else
371 {
372 physic.enable_gravity(true);
373 }
374 }
375
376 void
remove_me()377 BadGuy::remove_me()
378 {
379 removable = true;
380 }
381
382 void
action_jumpy(double frame_ratio)383 BadGuy::action_jumpy(double frame_ratio)
384 {
385 const float vy = physic.get_velocity_y();
386
387 // XXX: These tests *should* use location from ground, not velocity
388 if (fabsf(vy) > 5.6f)
389 set_sprite(img_jumpy_left_down, img_jumpy_left_down);
390 else if (fabsf(vy) > 5.3f)
391 set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
392 else
393 set_sprite(img_jumpy_left_up, img_jumpy_left_up);
394
395 Player& tux = *World::current()->get_tux();
396
397 static const float JUMPV = 6;
398
399 fall();
400 // jump when on ground
401 if(dying == DYING_NOT && issolid(base.x, base.y+32))
402 {
403 physic.set_velocity_y(JUMPV);
404 physic.enable_gravity(true);
405
406 mode = JUMPY_JUMP;
407 }
408 else if(mode == JUMPY_JUMP)
409 {
410 mode = NORMAL;
411 }
412
413 // set direction based on tux
414 if(tux.base.x > base.x)
415 dir = RIGHT;
416 else
417 dir = LEFT;
418
419 // move
420 physic.apply(frame_ratio, base.x, base.y);
421 if(dying == DYING_NOT)
422 collision_swept_object_map(&old_base, &base);
423 }
424
425 void
action_mrbomb(double frame_ratio)426 BadGuy::action_mrbomb(double frame_ratio)
427 {
428 if (dying == DYING_NOT)
429 check_horizontal_bump(true);
430
431 fall();
432
433 physic.apply(frame_ratio, base.x, base.y);
434 if (dying != DYING_FALLING)
435 collision_swept_object_map(&old_base,&base);
436 }
437
438 void
action_bomb(double frame_ratio)439 BadGuy::action_bomb(double frame_ratio)
440 {
441 static const int TICKINGTIME = 1000;
442 static const int EXPLODETIME = 1000;
443
444 fall();
445
446 if(mode == NORMAL) {
447 mode = BOMB_TICKING;
448 timer.start(TICKINGTIME);
449 } else if(!timer.check()) {
450 if(mode == BOMB_TICKING) {
451 mode = BOMB_EXPLODE;
452 set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
453 dying = DYING_NOT; // now the bomb hurts
454 timer.start(EXPLODETIME);
455
456 /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
457 if (base.x < scroll_x + screen->w/2 - 10)
458 play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
459 else if (base.x > scroll_x + screen->w/2 + 10)
460 play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
461 else
462 play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
463
464 } else if(mode == BOMB_EXPLODE) {
465 remove_me();
466 return;
467 }
468 }
469
470 // move
471 physic.apply(frame_ratio, base.x, base.y);
472 collision_swept_object_map(&old_base,&base);
473 }
474
475 void
action_stalactite(double frame_ratio)476 BadGuy::action_stalactite(double frame_ratio)
477 {
478 Player& tux = *World::current()->get_tux();
479
480 static const int SHAKETIME = 800;
481 static const int RANGE = 40;
482
483 if(mode == NORMAL) {
484 // start shaking when tux is below the stalactite and at least 40 pixels
485 // near
486 if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
487 && tux.base.y + tux.base.height > base.y) {
488 timer.start(SHAKETIME);
489 mode = STALACTITE_SHAKING;
490 }
491 } if(mode == STALACTITE_SHAKING) {
492 base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
493 if(!timer.check()) {
494 mode = STALACTITE_FALL;
495 }
496 } else if(mode == STALACTITE_FALL) {
497 fall();
498 /* Destroy if we collides with land */
499 if(issolid(base.x+base.width/2, base.y+base.height))
500 {
501 timer.start(2000);
502 dying = DYING_SQUISHED;
503 mode = FLAT;
504 set_sprite(img_stalactite_broken, img_stalactite_broken);
505 }
506 } else if(mode == FLAT) {
507 fall();
508 }
509
510 // move
511 physic.apply(frame_ratio, base.x, base.y);
512
513 if(dying == DYING_SQUISHED && !timer.check())
514 remove_me();
515 }
516
517 void
action_flame(double frame_ratio)518 BadGuy::action_flame(double frame_ratio)
519 {
520 static const float radius = 100;
521 static const float speed = 0.02;
522 base.x = old_base.x + cos(base.ym) * radius;
523 base.y = old_base.y + sin(base.ym) * radius;
524
525 base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
526 }
527
528 void
action_fish(double frame_ratio)529 BadGuy::action_fish(double frame_ratio)
530 {
531 static const float JUMPV = 6;
532 static const int WAITTIME = 1000;
533
534 // go in wait mode when back in water
535 if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
536 && physic.get_velocity_y() <= 0 && mode == NORMAL)
537 {
538 mode = FISH_WAIT;
539 set_sprite(0, 0);
540 physic.set_velocity(0, 0);
541 physic.enable_gravity(false);
542 timer.start(WAITTIME);
543 }
544 else if(mode == FISH_WAIT && !timer.check())
545 {
546 // jump again
547 set_sprite(img_fish, img_fish);
548 mode = NORMAL;
549 physic.set_velocity(0, JUMPV);
550 physic.enable_gravity(true);
551 }
552
553 physic.apply(frame_ratio, base.x, base.y);
554 if(dying == DYING_NOT)
555 collision_swept_object_map(&old_base, &base);
556
557 if(physic.get_velocity_y() < 0)
558 set_sprite(img_fish_down, img_fish_down);
559 }
560
561 void
action_bouncingsnowball(double frame_ratio)562 BadGuy::action_bouncingsnowball(double frame_ratio)
563 {
564 static const float JUMPV = 4.5;
565
566 fall();
567
568 // jump when on ground
569 if(dying == DYING_NOT && issolid(base.x, base.y+32))
570 {
571 physic.set_velocity_y(JUMPV);
572 physic.enable_gravity(true);
573 }
574 else
575 {
576 mode = NORMAL;
577 }
578
579 // check for right/left collisions
580 check_horizontal_bump();
581
582 physic.apply(frame_ratio, base.x, base.y);
583 if(dying == DYING_NOT)
584 collision_swept_object_map(&old_base, &base);
585
586 // Handle dying timer:
587 if (dying == DYING_SQUISHED && !timer.check())
588 {
589 /* Remove it if time's up: */
590 remove_me();
591 return;
592 }
593 }
594
595 void
action_flyingsnowball(double frame_ratio)596 BadGuy::action_flyingsnowball(double frame_ratio)
597 {
598 static const float FLYINGSPEED = 1;
599 static const int DIRCHANGETIME = 1000;
600
601 // go into flyup mode if none specified yet
602 if(dying == DYING_NOT && mode == NORMAL) {
603 mode = FLY_UP;
604 physic.set_velocity_y(FLYINGSPEED);
605 timer.start(DIRCHANGETIME/2);
606 }
607
608 if(dying == DYING_NOT && !timer.check()) {
609 if(mode == FLY_UP) {
610 mode = FLY_DOWN;
611 physic.set_velocity_y(-FLYINGSPEED);
612 } else if(mode == FLY_DOWN) {
613 mode = FLY_UP;
614 physic.set_velocity_y(FLYINGSPEED);
615 }
616 timer.start(DIRCHANGETIME);
617 }
618
619 if(dying != DYING_NOT)
620 physic.enable_gravity(true);
621
622 physic.apply(frame_ratio, base.x, base.y);
623 if(dying == DYING_NOT || dying == DYING_SQUISHED)
624 collision_swept_object_map(&old_base, &base);
625
626 // Handle dying timer:
627 if (dying == DYING_SQUISHED && !timer.check())
628 {
629 /* Remove it if time's up: */
630 remove_me();
631 return;
632 }
633 }
634
635 void
action_spiky(double frame_ratio)636 BadGuy::action_spiky(double frame_ratio)
637 {
638 if (dying == DYING_NOT)
639 check_horizontal_bump();
640
641 fall();
642 #if 0
643 // jump when we're about to fall
644 if (physic.get_velocity_y() == 0 &&
645 !issolid(base.x+base.width/2, base.y + base.height)) {
646 physic.enable_gravity(true);
647 physic.set_velocity_y(2);
648 }
649 #endif
650
651 physic.apply(frame_ratio, base.x, base.y);
652 if (dying != DYING_FALLING)
653 collision_swept_object_map(&old_base,&base);
654 }
655
656 void
action_snowball(double frame_ratio)657 BadGuy::action_snowball(double frame_ratio)
658 {
659 if (dying == DYING_NOT)
660 check_horizontal_bump();
661
662 fall();
663
664 physic.apply(frame_ratio, base.x, base.y);
665 if (dying != DYING_FALLING)
666 collision_swept_object_map(&old_base,&base);
667 }
668
669 void
action(double frame_ratio)670 BadGuy::action(double frame_ratio)
671 {
672 // Remove if it's far off the screen:
673 if (base.x < scroll_x - OFFSCREEN_DISTANCE)
674 {
675 remove_me();
676 return;
677 }
678
679 // BadGuy fall below the ground
680 if (base.y > screen->h) {
681 remove_me();
682 return;
683 }
684
685 // Once it's on screen, it's activated!
686 if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
687 seen = true;
688
689 if(!seen)
690 return;
691
692 switch (kind)
693 {
694 case BAD_MRICEBLOCK:
695 action_mriceblock(frame_ratio);
696 break;
697
698 case BAD_JUMPY:
699 action_jumpy(frame_ratio);
700 break;
701
702 case BAD_MRBOMB:
703 action_mrbomb(frame_ratio);
704 break;
705
706 case BAD_BOMB:
707 action_bomb(frame_ratio);
708 break;
709
710 case BAD_STALACTITE:
711 action_stalactite(frame_ratio);
712 break;
713
714 case BAD_FLAME:
715 action_flame(frame_ratio);
716 break;
717
718 case BAD_FISH:
719 action_fish(frame_ratio);
720 break;
721
722 case BAD_BOUNCINGSNOWBALL:
723 action_bouncingsnowball(frame_ratio);
724 break;
725
726 case BAD_FLYINGSNOWBALL:
727 action_flyingsnowball(frame_ratio);
728 break;
729
730 case BAD_SPIKY:
731 action_spiky(frame_ratio);
732 break;
733
734 case BAD_SNOWBALL:
735 action_snowball(frame_ratio);
736 break;
737 default:
738 break;
739 }
740 }
741
742 void
draw()743 BadGuy::draw()
744 {
745 // Don't try to draw stuff that is outside of the screen
746 if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
747 return;
748
749 if(sprite_left == 0 || sprite_right == 0)
750 {
751 return;
752 }
753
754 Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
755 sprite->draw(base.x - scroll_x, base.y);
756
757 if (debug_mode)
758 fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
759 }
760
761 void
set_sprite(Sprite * left,Sprite * right)762 BadGuy::set_sprite(Sprite* left, Sprite* right)
763 {
764 if (1)
765 {
766 base.width = 32;
767 base.height = 32;
768 }
769 else
770 {
771 // FIXME: Using the image size for the physics and collision is
772 // a bad idea, since images should always overlap there physical
773 // representation
774 if(left != 0) {
775 if(base.width == 0 && base.height == 0) {
776 base.width = left->get_width();
777 base.height = left->get_height();
778 } else if(base.width != left->get_width() || base.height != left->get_height()) {
779 base.x -= (left->get_width() - base.width) / 2;
780 base.y -= left->get_height() - base.height;
781 base.width = left->get_width();
782 base.height = left->get_height();
783 old_base = base;
784 }
785 } else {
786 base.width = base.height = 0;
787 }
788 }
789
790 animation_offset = 0;
791 sprite_left = left;
792 sprite_right = right;
793 }
794
795 void
bump()796 BadGuy::bump()
797 {
798 // these can't be bumped
799 if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
800 || kind == BAD_FLYINGSNOWBALL)
801 return;
802
803 physic.set_velocity_y(3);
804 kill_me(25);
805 }
806
807 void
squish_me(Player * player)808 BadGuy::squish_me(Player* player)
809 {
810 player->jump_of_badguy(this);
811
812 World::current()->add_score(base.x - scroll_x,
813 base.y, 50 * player_status.score_multiplier);
814 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
815 player_status.score_multiplier++;
816
817 dying = DYING_SQUISHED;
818 timer.start(2000);
819 physic.set_velocity(0, 0);
820 }
821
822 void
squish(Player * player)823 BadGuy::squish(Player* player)
824 {
825 static const int MAX_ICEBLOCK_SQUICHES = 10;
826
827 if(kind == BAD_MRBOMB) {
828 // mrbomb transforms into a bomb now
829 World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
830
831 player->jump_of_badguy(this);
832 World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
833 play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
834 player_status.score_multiplier++;
835 remove_me();
836 return;
837
838 } else if (kind == BAD_MRICEBLOCK) {
839 if (mode == NORMAL || mode == KICK)
840 {
841 /* Flatten! */
842 play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
843 mode = FLAT;
844 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
845 physic.set_velocity_x(0);
846
847 timer.start(4000);
848 } else if (mode == FLAT) {
849 /* Kick! */
850 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
851
852 if (player->base.x < base.x + (base.width/2)) {
853 physic.set_velocity_x(5);
854 dir = RIGHT;
855 } else {
856 physic.set_velocity_x(-5);
857 dir = LEFT;
858 }
859
860 mode = KICK;
861 player->kick_timer.start(KICKING_TIME);
862 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
863 }
864
865 player->jump_of_badguy(this);
866
867 player_status.score_multiplier++;
868
869 // check for maximum number of squiches
870 squishcount++;
871 if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
872 kill_me(50);
873 return;
874 }
875
876 return;
877 } else if(kind == BAD_FISH) {
878 // fish can only be killed when falling down
879 if(physic.get_velocity_y() >= 0)
880 return;
881
882 player->jump_of_badguy(this);
883
884 World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
885 player_status.score_multiplier++;
886
887 // simply remove the fish...
888 remove_me();
889 return;
890 } else if(kind == BAD_BOUNCINGSNOWBALL) {
891 squish_me(player);
892 set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
893 return;
894 } else if(kind == BAD_FLYINGSNOWBALL) {
895 squish_me(player);
896 set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
897 return;
898 } else if(kind == BAD_SNOWBALL) {
899 squish_me(player);
900 set_sprite(img_snowball_squished_left, img_snowball_squished_right);
901 return;
902 }
903 }
904
905 void
kill_me(int score)906 BadGuy::kill_me(int score)
907 {
908 if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
909 return;
910
911 dying = DYING_FALLING;
912 if(kind == BAD_MRICEBLOCK) {
913 set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
914 if(mode == HELD) {
915 mode = NORMAL;
916 Player& tux = *World::current()->get_tux();
917 tux.holding_something = false;
918 }
919 }
920
921 physic.enable_gravity(true);
922
923 /* Gain some points: */
924 World::current()->add_score(base.x - scroll_x, base.y,
925 score * player_status.score_multiplier);
926
927 /* Play death sound: */
928 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
929 }
930
explode(BadGuy * badguy)931 void BadGuy::explode(BadGuy *badguy)
932 {
933 World::current()->add_bad_guy(badguy->base.x, badguy->base.y, BAD_BOMB);
934 badguy->remove_me();
935 }
936
937 void
collision(void * p_c_object,int c_object,CollisionType type)938 BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
939 {
940 BadGuy* pbad_c = NULL;
941
942 if(type == COLLISION_BUMP) {
943 bump();
944 return;
945 }
946
947 if(type == COLLISION_SQUISH) {
948 Player* player = static_cast<Player*>(p_c_object);
949 squish(player);
950 return;
951 }
952
953 /* COLLISION_NORMAL */
954 switch (c_object)
955 {
956 case CO_BULLET:
957 kill_me(10);
958 break;
959
960 case CO_BADGUY:
961 pbad_c = (BadGuy*) p_c_object;
962
963 /* If we're a kicked mriceblock, kill any badguys we hit */
964 if(kind == BAD_MRICEBLOCK && mode == KICK)
965 {
966 pbad_c->kill_me(25);
967 }
968
969 // a held mriceblock gets kills the enemy too but falls to ground then
970 else if(kind == BAD_MRICEBLOCK && mode == HELD)
971 {
972 pbad_c->kill_me(25);
973 kill_me(0);
974 }
975
976 /* Kill badguys that run into exploding bomb */
977 else if (kind == BAD_BOMB && dying == DYING_NOT)
978 {
979 if (pbad_c->kind == BAD_MRBOMB)
980 {
981 // mrbomb transforms into a bomb now
982 explode(pbad_c);
983 return;
984 }
985 else if (pbad_c->kind != BAD_MRBOMB)
986 {
987 pbad_c->kill_me(50);
988 }
989 }
990
991 /* Kill any badguys that get hit by stalactite */
992 else if (kind == BAD_STALACTITE && dying == DYING_NOT)
993 {
994 if (pbad_c->kind == BAD_MRBOMB)
995 {
996 // mrbomb transforms into a bomb now
997 explode(pbad_c);
998 return;
999 }
1000 else
1001 pbad_c->kill_me(50);
1002 }
1003
1004 /* When enemies run into eachother, make them change directions */
1005 else
1006 {
1007 // Jumpy, fish, flame, stalactites are exceptions
1008 if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
1009 || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
1010 break;
1011
1012 // Bounce off of other badguy if we land on top of him
1013 if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
1014 {
1015 if (pbad_c->dir == LEFT)
1016 {
1017 dir = RIGHT;
1018 physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
1019 }
1020 else if (pbad_c->dir == RIGHT)
1021 {
1022 dir = LEFT;
1023 physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
1024 }
1025
1026
1027
1028 break;
1029 }
1030 else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
1031 break;
1032
1033 if (pbad_c->kind != BAD_FLAME)
1034 {
1035 if (dir == LEFT)
1036 {
1037 dir = RIGHT;
1038 physic.set_velocity_x(fabsf(physic.get_velocity_x()));
1039 }
1040 else if (dir == RIGHT)
1041 {
1042 dir = LEFT;
1043 physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
1044 }
1045
1046 }
1047 }
1048
1049 break;
1050
1051 case CO_PLAYER:
1052 Player* player = static_cast<Player*>(p_c_object);
1053 /* Get kicked if were flat */
1054 if (mode == FLAT && !dying)
1055 {
1056 play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
1057
1058 // Hit from left side
1059 if (player->base.x < base.x) {
1060 physic.set_velocity_x(5);
1061 dir = RIGHT;
1062 }
1063 // Hit from right side
1064 else {
1065 physic.set_velocity_x(-5);
1066 dir = LEFT;
1067 }
1068
1069 mode = KICK;
1070 player->kick_timer.start(KICKING_TIME);
1071 set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
1072 }
1073 break;
1074
1075 }
1076 }
1077
1078
1079 //---------------------------------------------------------------------------
1080
load_badguy_gfx()1081 void load_badguy_gfx()
1082 {
1083 img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
1084 img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
1085 img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
1086 img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
1087 img_mriceblock_left = sprite_manager->load("mriceblock-left");
1088 img_mriceblock_right = sprite_manager->load("mriceblock-right");
1089 img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
1090 img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
1091 img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
1092 img_mrbomb_left = sprite_manager->load("mrbomb-left");
1093 img_mrbomb_right = sprite_manager->load("mrbomb-right");
1094 img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
1095 img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
1096 img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
1097 img_stalactite = sprite_manager->load("stalactite");
1098 img_stalactite_broken = sprite_manager->load("stalactite-broken");
1099 img_flame = sprite_manager->load("flame");
1100 img_fish = sprite_manager->load("fish");
1101 img_fish_down = sprite_manager->load("fish-down");
1102 img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
1103 img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
1104 img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
1105 img_flyingsnowball = sprite_manager->load("flyingsnowball");
1106 img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
1107 img_spiky_left = sprite_manager->load("spiky-left");
1108 img_spiky_right = sprite_manager->load("spiky-right");
1109 img_snowball_left = sprite_manager->load("snowball-left");
1110 img_snowball_right = sprite_manager->load("snowball-right");
1111 img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
1112 img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
1113 }
1114
free_badguy_gfx()1115 void free_badguy_gfx()
1116 {
1117 }
1118
1119 // EOF //
1120