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"
41 class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
44 BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
45 BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
46 BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
48 /** Called when the badguy is drawn. The default implementation simply draws
49 * the badguy sprite on screen
51 virtual void draw(DrawingContext& context);
52 /** Called each frame. The default implementation checks badguy state and
53 * calls active_update and inactive_update
55 virtual void update(float elapsed_time);
56 /** Called when a collision with another object occured. The default
57 * implemetnation calls collision_player, collision_solid, collision_badguy
58 * and collision_squished
60 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
62 /** Called when a collision with tile with special attributes occured */
63 virtual void collision_tile(uint32_t tile_attributes);
65 /** Set the badguy to kill/falling state, which makes him falling of the
66 * screen (his sprite is turned upside-down)
68 virtual void kill_fall();
70 /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
71 virtual void run_dead_script();
73 /** Writes out the badguy into the included lisp::Writer. Useful e.g. when
74 * converting an old-format level to the new format.
76 virtual void write(lisp::Writer& writer);
79 * True if this badguy can break bricks or open bonusblocks in his current form.
81 virtual bool can_break()
86 Vector get_start_position() const
88 return start_position;
90 void set_start_position(const Vector& vec)
95 /** Count this badguy to the statistics? This value should not be changed
100 * Called when hit by a fire bullet, and is_flammable() returns true
102 virtual void ignite();
105 * Called to revert a badguy when is_ignited() returns true
107 virtual void extinguish();
110 * Returns whether to call ignite() when a badguy gets hit by a fire bullet
112 virtual bool is_flammable() const;
115 * Returns whether this badguys is currently on fire
117 bool is_ignited() const;
120 * Called when hit by an ice bullet, and is_freezable() returns true.
122 virtual void freeze();
125 * Called to unfreeze the badguy.
127 virtual void unfreeze();
129 virtual bool is_freezable() const;
131 bool is_frozen() const;
142 /** Called when the badguy collided with a player */
143 virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
144 /** Called when the badguy collided with solid ground */
145 virtual void collision_solid(const CollisionHit& hit);
146 /** Called when the badguy collided with another badguy */
147 virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
149 /** Called when the player hit the badguy from above. You should return true
150 * if the badguy was squished, false if squishing wasn't possible
152 virtual bool collision_squished(GameObject& object);
154 /** Called when the badguy collided with a bullet */
155 virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
157 /** called each frame when the badguy is activated. */
158 virtual void active_update(float elapsed_time);
159 /** called each frame when the badguy is not activated. */
160 virtual void inactive_update(float elapsed_time);
163 * called when the badguy has been activated. (As a side effect the dir
164 * variable might have been changed so that it faces towards the player.
166 virtual void activate();
167 /** called when the badguy has been deactivated */
168 virtual void deactivate();
170 void kill_squished(GameObject& object);
172 void set_state(State state);
173 State get_state() const
177 * returns a pointer to the nearest player or 0 if no player is available
179 Player* get_nearest_player();
181 /// is the enemy activated
184 * initial position of the enemy. Also the position where enemy respawns when
185 * after being deactivated.
189 * Returns true if we might soon fall at least @c height pixels. Minimum
190 * value for height is 1 pixel
192 bool might_fall(int height = 1);
194 Vector start_position;
197 * The direction we currently face in
202 * The direction we initially faced in
207 * Get Direction from String.
209 Direction str2dir( std::string dir_str );
212 * Update on_ground_flag judging by solid collision @c hit.
213 * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
215 void update_on_ground_flag(const CollisionHit& hit);
218 * Returns true if we touched ground in the past frame
219 * This only works if update_on_ground_flag() gets called in collision_solid.
224 * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
226 Vector get_floor_normal();
229 bool ignited; /**< true if this badguy is currently on fire */
231 std::string dead_script; /**< script to execute when badguy is killed */
232 bool draw_dead_script_hint; /**< whether to draw a visual indication that this Badguy triggers a script */
239 bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
240 Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */