--- /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