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"
31 #include "direction.hpp"
32 #include "object_factory.hpp"
33 #include "lisp/lisp.hpp"
34 #include "lisp/writer.hpp"
35 #include "video/drawing_context.hpp"
36 #include "audio/sound_manager.hpp"
37 #include "audio/sound_source.hpp"
40 * Base class for moving sprites that can hurt the Player.
42 class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
45 BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
46 BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
47 BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
49 /** Called when the badguy is drawn. The default implementation simply draws
50 * the badguy sprite on screen
52 virtual void draw(DrawingContext& context);
53 /** Called each frame. The default implementation checks badguy state and
54 * calls active_update and inactive_update
56 virtual void update(float elapsed_time);
57 /** Called when a collision with another object occurred. The default
58 * implementation calls collision_player, collision_solid, collision_badguy
59 * and collision_squished
61 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
63 /** Called when a collision with tile with special attributes occurred */
64 virtual void collision_tile(uint32_t tile_attributes);
66 /** Set the badguy to kill/falling state, which makes him falling of the
67 * screen (his sprite is turned upside-down)
69 virtual void kill_fall();
71 /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
72 virtual void run_dead_script();
74 /** Writes out the badguy into the included lisp::Writer. Useful e.g. when
75 * converting an old-format level to the new format.
77 virtual void write(lisp::Writer& writer);
80 * True if this badguy can break bricks or open bonusblocks in his current form.
82 virtual bool can_break()
87 Vector get_start_position() const
89 return start_position;
91 void set_start_position(const Vector& vec)
96 /** Count this badguy to the statistics? This value should not be changed
101 * Called when hit by a fire bullet, and is_flammable() returns true
103 virtual void ignite();
106 * Called to revert a badguy when is_ignited() returns true
108 virtual void extinguish();
111 * Returns whether to call ignite() when a badguy gets hit by a fire bullet
113 virtual bool is_flammable() const;
116 * Returns whether this badguys is currently on fire
118 bool is_ignited() const;
121 * Called when hit by an ice bullet, and is_freezable() returns true.
123 virtual void freeze();
126 * Called to unfreeze the badguy.
128 virtual void unfreeze();
130 virtual bool is_freezable() const;
132 bool is_frozen() const;
143 /** Called when the badguy collided with a player */
144 virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
145 /** Called when the badguy collided with solid ground */
146 virtual void collision_solid(const CollisionHit& hit);
147 /** Called when the badguy collided with another badguy */
148 virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
150 /** Called when the player hit the badguy from above. You should return true
151 * if the badguy was squished, false if squishing wasn't possible
153 virtual bool collision_squished(GameObject& object);
155 /** Called when the badguy collided with a bullet */
156 virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
158 /** called each frame when the badguy is activated. */
159 virtual void active_update(float elapsed_time);
160 /** called each frame when the badguy is not activated. */
161 virtual void inactive_update(float elapsed_time);
163 bool is_initialized; /**< true if initialize() has already been called */
164 /** called immediately before the first call to initialize */
165 virtual void initialize();
167 * called when the badguy has been activated. (As a side effect the dir
168 * variable might have been changed so that it faces towards the player.
170 virtual void activate();
171 /** called when the badguy has been deactivated */
172 virtual void deactivate();
174 void kill_squished(GameObject& object);
176 void set_state(State state);
177 State get_state() const
181 * returns a pointer to the nearest player or 0 if no player is available
183 Player* get_nearest_player();
186 * initial position of the enemy. Also the position where enemy respawns when
187 * after being deactivated.
191 * Returns true if we might soon fall at least @c height pixels. Minimum
192 * value for height is 1 pixel
194 bool might_fall(int height = 1);
196 Vector start_position;
199 * The direction we currently face in
204 * The direction we initially faced in
209 * Get Direction from String.
211 Direction str2dir( std::string dir_str );
214 * Update on_ground_flag judging by solid collision @c hit.
215 * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
217 void update_on_ground_flag(const CollisionHit& hit);
220 * Returns true if we touched ground in the past frame
221 * This only works if update_on_ground_flag() gets called in collision_solid.
226 * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
228 Vector get_floor_normal();
231 bool ignited; /**< true if this badguy is currently on fire */
233 std::string dead_script; /**< script to execute when badguy is killed */
236 * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
240 void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
246 bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */
248 bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
249 Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
250 CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */