4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Matthias Braun <matze@braunis.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
23 #ifndef SUPERTUX_BADGUY_H
24 #define SUPERTUX_BADGUY_H
33 #include "collision.h"
51 BadGuyKind badguykind_from_string(const std::string& str);
52 std::string badguykind_to_string(BadGuyKind kind);
53 void load_badguy_gfx();
54 void free_badguy_gfx();
61 bool stay_on_platform;
63 BadGuyData(BadGuyKind kind_, int x_, int y_, bool stay_on_platform_)
64 : kind(kind_), x(x_), y(y_), stay_on_platform(stay_on_platform_) {}
67 : kind(BAD_SNOWBALL), x(0), y(0), stay_on_platform(false) {}
102 /** If true the enemy will stay on its current platform, ie. if he
103 reaches the edge he will turn around and walk into the other
104 direction, if false the enemy will jump or walk of the edge */
105 bool stay_on_platform;
112 int squishcount; /// number of times this enemy was squiched
118 Sprite* sprite_right;
120 int animation_offset;
123 BadGuy(float x, float y, BadGuyKind kind, bool stay_on_platform);
125 void action(float frame_ratio);
128 void collision(void* p_c_object, int c_object,
129 CollisionType type = COLLISION_NORMAL);
131 /** this functions tries to kill the badguy and lets him fall off the
132 * screen. Some badguys like the flame might ignore this.
134 void kill_me(int score);
136 /** remove ourself from the list of badguys. WARNING! This function will
137 * invalidate all members. So don't do anything else with member after calling
141 bool is_removable() const { return removable; }
144 void action_mriceblock(float frame_ratio);
145 void action_jumpy(float frame_ratio);
146 void action_bomb(float frame_ratio);
147 void action_mrbomb(float frame_ratio);
148 void action_stalactite(float frame_ratio);
149 void action_flame(float frame_ratio);
150 void action_fish(float frame_ratio);
151 void action_bouncingsnowball(float frame_ratio);
152 void action_flyingsnowball(float frame_ratio);
153 void action_spiky(float frame_ratio);
154 void action_snowball(float frame_ratio);
156 /** handles falling down. disables gravity calculation when we're back on
160 /** let the player jump a bit (used when you hit a badguy) */
161 void make_player_jump(Player* player);
163 /** check if we're running left or right in a wall and eventually change
166 void check_horizontal_bump(bool checkcliff = false);
167 /** called when we're bumped from below with a block */
169 /** called when a player jumped on the badguy from above */
170 void squish(Player* player);
171 /** squish ourself, give player score and set dying to DYING_SQICHED */
172 void squish_me(Player* player);
173 /** set image of the badguy */
174 void set_sprite(Sprite* left, Sprite* right);
177 #endif /*SUPERTUX_BADGUY_H*/
179 /* Local Variables: */