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
28 #include "screen/texture.h"
32 #include "moving_object.h"
33 #include "collision.h"
34 #include "serializable.h"
56 BadGuyKind badguykind_from_string(const std::string& str);
57 std::string badguykind_to_string(BadGuyKind kind);
58 void load_badguy_gfx();
59 void free_badguy_gfx();
64 class BadGuy : public MovingObject, public Serializable
95 /** If true the enemy will stay on its current platform, ie. if he
96 reaches the edge he will turn around and walk into the other
97 direction, if false the enemy will jump or walk of the edge */
98 bool stay_on_platform;
102 Timer frozen_timer; // gets frozen when a ice shot hits it
107 int squishcount; /// number of times this enemy was squiched
108 Vector target; // Target that badguy is aiming for (wingling uses this)
110 Vector start_position;
115 Sprite* sprite_right;
117 int animation_offset;
120 BadGuy(BadGuyKind kind, float x, float y);
121 BadGuy(BadGuyKind kind, LispReader& reader);
124 virtual void write(LispWriter& writer);
126 virtual void action(float frame_ratio);
127 virtual void draw(DrawingContext& context);
128 virtual void collision(const MovingObject& other, int type);
130 void collision(void* p_c_object, int c_object,
131 CollisionType type = COLLISION_NORMAL);
133 /** this functions tries to kill the badguy and lets him fall off the
134 * screen. Some badguys like the flame might ignore this.
136 void kill_me(int score);
141 void action_mriceblock(double frame_ratio);
142 void action_jumpy(double frame_ratio);
143 void action_bomb(double frame_ratio);
144 void action_mrbomb(double frame_ratio);
145 void action_stalactite(double frame_ratio);
146 void action_flame(double frame_ratio);
147 void action_fish(double frame_ratio);
148 void action_bouncingsnowball(double frame_ratio);
149 void action_flyingsnowball(double frame_ratio);
150 void action_spiky(double frame_ratio);
151 void action_snowball(double frame_ratio);
152 void action_wingling(double frame_ratio);
153 void action_walkingtree(double frame_ratio);
155 /** initializes the badguy (when he appears on screen) */
156 void activate(Direction direction);
158 /** handles falling down. disables gravity calculation when we're back on
162 /** let the player jump a bit (used when you hit a badguy) */
163 void make_player_jump(Player* player);
165 /** Turn enemy into a bomb. To explode right way pass true */
166 void explode(bool right_away);
168 /** check if we're running left or right in a wall and eventually change
171 void check_horizontal_bump(bool checkcliff = false);
172 /** called when we're bumped from below with a block */
174 /** called when a player jumped on the badguy from above */
175 void squish(Player* player);
176 /** squish ourself, give player score and set dying to DYING_SQICHED */
177 void squish_me(Player* player);
178 /** set image of the badguy */
179 void set_sprite(Sprite* left, Sprite* right);
182 #endif /*SUPERTUX_BADGUY_H*/
184 /* Local Variables: */