4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include "object/moving_sprite.hpp"
26 #include "serializable.hpp"
27 #include "direction.hpp"
33 * Base class for moving sprites that can hurt the Player.
35 class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
38 BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
39 BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
40 BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
42 /** Called when the badguy is drawn. The default implementation simply draws
43 * the badguy sprite on screen
45 virtual void draw(DrawingContext& context);
46 /** Called each frame. The default implementation checks badguy state and
47 * calls active_update and inactive_update
49 virtual void update(float elapsed_time);
50 /** Called when a collision with another object occurred. The default
51 * implementation calls collision_player, collision_solid, collision_badguy
52 * and collision_squished
54 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
56 /** Called when a collision with tile with special attributes occurred */
57 virtual void collision_tile(uint32_t tile_attributes);
59 /** Set the badguy to kill/falling state, which makes him falling of the
60 * screen (his sprite is turned upside-down)
62 virtual void kill_fall();
64 /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
65 virtual void run_dead_script();
67 /** Writes out the badguy into the included lisp::Writer. Useful e.g. when
68 * converting an old-format level to the new format.
70 virtual void write(lisp::Writer& writer);
73 * True if this badguy can break bricks or open bonusblocks in his current form.
75 virtual bool can_break()
80 Vector get_start_position() const
82 return start_position;
84 void set_start_position(const Vector& vec)
89 /** Count this badguy to the statistics? This value should not be changed
94 * Called when hit by a fire bullet, and is_flammable() returns true
96 virtual void ignite();
99 * Called to revert a badguy when is_ignited() returns true
101 virtual void extinguish();
104 * Returns whether to call ignite() when a badguy gets hit by a fire bullet
106 virtual bool is_flammable() const;
109 * Returns whether this badguys is currently on fire
111 bool is_ignited() const;
114 * Called when hit by an ice bullet, and is_freezable() returns true.
116 virtual void freeze();
119 * Called to unfreeze the badguy.
121 virtual void unfreeze();
123 virtual bool is_freezable() const;
125 bool is_frozen() const;
136 /** Called when the badguy collided with a player */
137 virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
138 /** Called when the badguy collided with solid ground */
139 virtual void collision_solid(const CollisionHit& hit);
140 /** Called when the badguy collided with another badguy */
141 virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
143 /** Called when the player hit the badguy from above. You should return true
144 * if the badguy was squished, false if squishing wasn't possible
146 virtual bool collision_squished(GameObject& object);
148 /** Called when the badguy collided with a bullet */
149 virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
151 /** called each frame when the badguy is activated. */
152 virtual void active_update(float elapsed_time);
153 /** called each frame when the badguy is not activated. */
154 virtual void inactive_update(float elapsed_time);
156 bool is_initialized; /**< true if initialize() has already been called */
157 /** called immediately before the first call to initialize */
158 virtual void initialize();
160 * called when the badguy has been activated. (As a side effect the dir
161 * variable might have been changed so that it faces towards the player.
163 virtual void activate();
164 /** called when the badguy has been deactivated */
165 virtual void deactivate();
167 void kill_squished(GameObject& object);
169 void set_state(State state);
170 State get_state() const
174 * returns a pointer to the nearest player or 0 if no player is available
176 Player* get_nearest_player();
179 * initial position of the enemy. Also the position where enemy respawns when
180 * after being deactivated.
184 * Returns true if we might soon fall at least @c height pixels. Minimum
185 * value for height is 1 pixel
187 bool might_fall(int height = 1);
189 Vector start_position;
192 * The direction we currently face in
197 * The direction we initially faced in
202 * Get Direction from String.
204 Direction str2dir( std::string dir_str );
207 * Update on_ground_flag judging by solid collision @c hit.
208 * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
210 void update_on_ground_flag(const CollisionHit& hit);
213 * Returns true if we touched ground in the past frame
214 * This only works if update_on_ground_flag() gets called in collision_solid.
219 * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
221 Vector get_floor_normal();
224 bool ignited; /**< true if this badguy is currently on fire */
226 std::string dead_script; /**< script to execute when badguy is killed */
229 * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
233 void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
239 bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */
241 bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
242 Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
243 CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */