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.
23 // moved them here to make it less typing when implementing new badguys
26 #include "object/moving_sprite.hpp"
28 #include "object/player.hpp"
29 #include "serializable.hpp"
30 #include "resources.hpp"
32 #include "direction.hpp"
33 #include "object_factory.hpp"
34 #include "lisp/parser.hpp"
35 #include "lisp/lisp.hpp"
36 #include "lisp/writer.hpp"
37 #include "video/drawing_context.hpp"
38 #include "audio/sound_manager.hpp"
39 #include "audio/sound_source.hpp"
42 * Base class for moving sprites that can hurt the Player.
44 class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
47 BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
48 BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
49 BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
51 /** Called when the badguy is drawn. The default implementation simply draws
52 * the badguy sprite on screen
54 virtual void draw(DrawingContext& context);
55 /** Called each frame. The default implementation checks badguy state and
56 * calls active_update and inactive_update
58 virtual void update(float elapsed_time);
59 /** Called when a collision with another object occured. The default
60 * implemetnation calls collision_player, collision_solid, collision_badguy
61 * and collision_squished
63 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
65 /** Called when a collision with tile with special attributes occured */
66 virtual void collision_tile(uint32_t tile_attributes);
68 /** Set the badguy to kill/falling state, which makes him falling of the
69 * screen (his sprite is turned upside-down)
71 virtual void kill_fall();
73 /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
74 virtual void run_dead_script();
76 /** Writes out the badguy into the included lisp::Writer. Useful e.g. when
77 * converting an old-format level to the new format.
79 virtual void write(lisp::Writer& writer);
82 * True if this badguy can break bricks or open bonusblocks in his current form.
84 virtual bool can_break()
89 Vector get_start_position() const
91 return start_position;
93 void set_start_position(const Vector& vec)
98 /** Count this badguy to the statistics? This value should not be changed
103 * Called when hit by a fire bullet, and is_flammable() returns true
105 virtual void ignite();
108 * Called to revert a badguy when is_ignited() returns true
110 virtual void extinguish();
113 * Returns whether to call ignite() when a badguy gets hit by a fire bullet
115 virtual bool is_flammable() const;
118 * Returns whether this badguys is currently on fire
120 bool is_ignited() const;
123 * Called when hit by an ice bullet, and is_freezable() returns true.
125 virtual void freeze();
128 * Called to unfreeze the badguy.
130 virtual void unfreeze();
132 virtual bool is_freezable() const;
134 bool is_frozen() const;
145 /** Called when the badguy collided with a player */
146 virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
147 /** Called when the badguy collided with solid ground */
148 virtual void collision_solid(const CollisionHit& hit);
149 /** Called when the badguy collided with another badguy */
150 virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
152 /** Called when the player hit the badguy from above. You should return true
153 * if the badguy was squished, false if squishing wasn't possible
155 virtual bool collision_squished(GameObject& object);
157 /** Called when the badguy collided with a bullet */
158 virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
160 /** called each frame when the badguy is activated. */
161 virtual void active_update(float elapsed_time);
162 /** called each frame when the badguy is not activated. */
163 virtual void inactive_update(float elapsed_time);
165 bool is_initialized; /**< true if initialize() has already been called */
166 /** called immediately before the first call to initialize */
167 virtual void initialize();
169 * called when the badguy has been activated. (As a side effect the dir
170 * variable might have been changed so that it faces towards the player.
172 virtual void activate();
173 /** called when the badguy has been deactivated */
174 virtual void deactivate();
176 void kill_squished(GameObject& object);
178 void set_state(State state);
179 State get_state() const
183 * returns a pointer to the nearest player or 0 if no player is available
185 Player* get_nearest_player();
188 * initial position of the enemy. Also the position where enemy respawns when
189 * after being deactivated.
193 * Returns true if we might soon fall at least @c height pixels. Minimum
194 * value for height is 1 pixel
196 bool might_fall(int height = 1);
198 Vector start_position;
201 * The direction we currently face in
206 * The direction we initially faced in
211 * Get Direction from String.
213 Direction str2dir( std::string dir_str );
216 * Update on_ground_flag judging by solid collision @c hit.
217 * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
219 void update_on_ground_flag(const CollisionHit& hit);
222 * Returns true if we touched ground in the past frame
223 * This only works if update_on_ground_flag() gets called in collision_solid.
228 * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
230 Vector get_floor_normal();
233 bool ignited; /**< true if this badguy is currently on fire */
235 std::string dead_script; /**< script to execute when badguy is killed */
238 * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
242 void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
248 bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */
250 bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
251 Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
252 CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */