+++ /dev/null
-// $Id$
-//
-// SuperTux
-// 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 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.
-
-#ifndef __BADGUY_H__
-#define __BADGUY_H__
-
-// moved them here to make it less typing when implementing new badguys
-#include <math.h>
-#include "timer.hpp"
-#include "object/moving_sprite.hpp"
-#include "physic.hpp"
-#include "object/player.hpp"
-#include "serializable.hpp"
-#include "resources.hpp"
-#include "sector.hpp"
-#include "direction.hpp"
-#include "object_factory.hpp"
-#include "lisp/parser.hpp"
-#include "lisp/lisp.hpp"
-#include "lisp/writer.hpp"
-#include "video/drawing_context.hpp"
-#include "audio/sound_manager.hpp"
-#include "audio/sound_source.hpp"
-
-class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
-{
-public:
- BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
- BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
- BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
-
- /** Called when the badguy is drawn. The default implementation simply draws
- * the badguy sprite on screen
- */
- virtual void draw(DrawingContext& context);
- /** Called each frame. The default implementation checks badguy state and
- * calls active_update and inactive_update
- */
- virtual void update(float elapsed_time);
- /** Called when a collision with another object occured. The default
- * implemetnation calls collision_player, collision_solid, collision_badguy
- * and collision_squished
- */
- virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
-
- /** Called when a collision with tile with special attributes occured */
- virtual void collision_tile(uint32_t tile_attributes);
-
- /** Set the badguy to kill/falling state, which makes him falling of the
- * screen (his sprite is turned upside-down)
- */
- virtual void kill_fall();
-
- /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
- virtual void run_dead_script();
-
- /** Writes out the badguy into the included lisp::Writer. Useful e.g. when
- * converting an old-format level to the new format.
- */
- virtual void write(lisp::Writer& writer);
-
- /**
- * True if this badguy can break bricks or open bonusblocks in his current form.
- */
- virtual bool can_break()
- {
- return false;
- }
-
- Vector get_start_position() const
- {
- return start_position;
- }
- void set_start_position(const Vector& vec)
- {
- start_position = vec;
- }
-
- /** Count this badguy to the statistics? This value should not be changed
- * during runtime. */
- bool countMe;
-
- /**
- * Called when hit by a fire bullet, and is_flammable() returns true
- */
- virtual void ignite();
-
- /**
- * Called to revert a badguy when is_ignited() returns true
- */
- virtual void extinguish();
-
- /**
- * Returns whether to call ignite() when a badguy gets hit by a fire bullet
- */
- virtual bool is_flammable() const;
-
- /**
- * Returns whether this badguys is currently on fire
- */
- bool is_ignited() const;
-
- /**
- * Called when hit by an ice bullet, and is_freezable() returns true.
- */
- virtual void freeze();
-
- /**
- * Called to unfreeze the badguy.
- */
- virtual void unfreeze();
-
- virtual bool is_freezable() const;
-
- bool is_frozen() const;
-
-protected:
- enum State {
- STATE_INIT,
- STATE_INACTIVE,
- STATE_ACTIVE,
- STATE_SQUISHED,
- STATE_FALLING
- };
-
- /** Called when the badguy collided with a player */
- virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
- /** Called when the badguy collided with solid ground */
- virtual void collision_solid(const CollisionHit& hit);
- /** Called when the badguy collided with another badguy */
- virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
-
- /** Called when the player hit the badguy from above. You should return true
- * if the badguy was squished, false if squishing wasn't possible
- */
- virtual bool collision_squished(GameObject& object);
-
- /** Called when the badguy collided with a bullet */
- virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
-
- /** called each frame when the badguy is activated. */
- virtual void active_update(float elapsed_time);
- /** called each frame when the badguy is not activated. */
- virtual void inactive_update(float elapsed_time);
-
- /**
- * called when the badguy has been activated. (As a side effect the dir
- * variable might have been changed so that it faces towards the player.
- */
- virtual void activate();
- /** called when the badguy has been deactivated */
- virtual void deactivate();
-
- void kill_squished(GameObject& object);
-
- void set_state(State state);
- State get_state() const
- { return state; }
-
- /**
- * returns a pointer to the nearest player or 0 if no player is available
- */
- Player* get_nearest_player();
-
- /// is the enemy activated
- bool activated;
- /**
- * initial position of the enemy. Also the position where enemy respawns when
- * after being deactivated.
- */
- bool is_offscreen();
- /**
- * Returns true if we might soon fall at least @c height pixels. Minimum
- * value for height is 1 pixel
- */
- bool might_fall(int height = 1);
-
- Vector start_position;
-
- /**
- * The direction we currently face in
- */
- Direction dir;
-
- /**
- * The direction we initially faced in
- */
- Direction start_dir;
-
- /**
- * Get Direction from String.
- */
- Direction str2dir( std::string dir_str );
-
- /**
- * Update on_ground_flag judging by solid collision @c hit.
- * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
- */
- void update_on_ground_flag(const CollisionHit& hit);
-
- /**
- * Returns true if we touched ground in the past frame
- * This only works if update_on_ground_flag() gets called in collision_solid.
- */
- bool on_ground();
-
- /**
- * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
- */
- Vector get_floor_normal();
-
- bool frozen;
- bool ignited; /**< true if this badguy is currently on fire */
-
- std::string dead_script; /**< script to execute when badguy is killed */
-
-private:
- void try_activate();
-
- State state;
- Timer state_timer;
- bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
- Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
-
-};
-
-#endif