-// $Id$
-//
// 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.
-#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 "moving_object.hpp"
-#include "sprite/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"
-#include "sprite/sprite_manager.hpp"
-
-class BadGuy : public MovingObject, public Serializable
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#ifndef HEADER_SUPERTUX_BADGUY_BADGUY_HPP
+#define HEADER_SUPERTUX_BADGUY_BADGUY_HPP
+
+#include "object/moving_sprite.hpp"
+#include "supertux/direction.hpp"
+#include "supertux/physic.hpp"
+#include "supertux/timer.hpp"
+
+class Player;
+class Bullet;
+
+/** Base class for moving sprites that can hurt the Player. */
+class BadGuy : public MovingSprite
{
public:
- BadGuy();
- ~BadGuy();
+ 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 Reader& 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
- */
+ /** 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
- */
+
+ /** 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);
-
- /** Set the badguy to kill/falling state, which makes him falling of the
- * screen (his sprite is turned upside-down)
- */
+
+ /** Called when a collision with another object occurred. The
+ default implementation 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
+ occurred */
+ 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 save(lisp::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_SQUISHED,
STATE_FALLING
};
-
+
+protected:
/** Called when the badguy collided with a player */
- virtual HitResponse collision_player(Player& player,
- const CollisionHit& hit);
+ virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
+
/** Called when the badguy collided with solid ground */
- virtual HitResponse collision_solid(GameObject& other,
- const CollisionHit& hit);
+ 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(Player& player);
+ 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.
- */
+ /** called immediately before the first call to initialize */
+ virtual void initialize();
+
+ /** 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(Player& player);
+ void kill_squished(GameObject& object);
void set_state(State state);
State get_state() const
{ return state; }
-
- /**
- * returns a pointer to the player, try to avoid this function to avoid
- * problems later when we have multiple players or no player in scripted
- * sequence.
- */
- Player* get_player();
-
- Sprite* sprite;
- Physic physic;
- /// is the enemy activated
- bool activated;
- /**
- * initial position of the enemy. Also the position where enemy respawns when
- * after being deactivated.
- */
+ bool check_state_timer() {
+ return state_timer.check();
+ }
+
+ /** returns a pointer to the nearest player or 0 if no player is available */
+ Player* get_nearest_player();
+
+ /** 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);
+
+ /** 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();
+
+ /** Returns true if we were in STATE_ACTIVE at the beginning of the
+ last call to update() */
+ bool is_active();
+
+ /** changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
+ void set_colgroup_active(CollisionGroup group);
+
+private:
+ void try_activate();
+
+protected:
+ Physic physic;
+
+public:
+ /** Count this badguy to the statistics? This value should not be
+ changed during runtime. */
+ bool countMe;
+
+protected:
+ /** true if initialize() has already been called */
+ bool is_initialized;
+
Vector start_position;
+ /** The direction we currently face in */
Direction dir;
+
+ /** The direction we initially faced in */
+ Direction start_dir;
+
+ 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;
+
+ /** true if state was STATE_ACTIVE at the beginning of the last call
+ to update() */
+ bool is_active_flag;
+
Timer state_timer;
+
+ /** true if we touched something solid from above and
+ update_on_ground_flag was called last frame */
+ bool on_ground_flag;
+
+ /** floor normal stored the last time when update_on_ground_flag was
+ called and we touched something solid from above */
+ Vector floor_normal;
+
+ /** CollisionGroup the badguy should be in while active */
+ CollisionGroup colgroup_active;
+
+private:
+ BadGuy(const BadGuy&);
+ BadGuy& operator=(const BadGuy&);
};
#endif
+/* EOF */