// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#ifndef __BADGUY_H__
#define __BADGUY_H__
// moved them here to make it less typing when implementing new badguys
#include <math.h>
#include "timer.hpp"
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
+#include "object/moving_sprite.hpp"
#include "physic.hpp"
#include "object/player.hpp"
#include "serializable.hpp"
#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
-#include "sprite/sprite_manager.hpp"
-class BadGuy : public MovingObject, public Serializable
+/**
+ * Base class for moving sprites that can hurt the Player.
+ */
+class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
{
public:
- BadGuy();
- ~BadGuy();
+ BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
* implemetnation calls collision_player, collision_solid, collision_badguy
* and collision_squished
*/
- virtual HitResponse collision(GameObject& other,
- const CollisionHit& hit);
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
/** Called when a collision with tile with special attributes occured */
virtual void collision_tile(uint32_t tile_attributes);
* screen (his sprite is turned upside-down)
*/
virtual void kill_fall();
+
+ /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
+ virtual void run_dead_script();
/** Writes out the badguy into the included lisp::Writer. Useful e.g. when
* converting an old-format level to the new format.
*/
- virtual void save(lisp::Writer& writer);
+ virtual void write(lisp::Writer& writer);
+
+ /**
+ * True if this badguy can break bricks or open bonusblocks in his current form.
+ */
+ virtual bool can_break()
+ {
+ return false;
+ }
Vector get_start_position() const
{
{
start_position = vec;
}
-
+
/** Count this badguy to the statistics? This value should not be changed
* during runtime. */
bool countMe;
+ /**
+ * Called when hit by a fire bullet, and is_flammable() returns true
+ */
+ virtual void ignite();
+
+ /**
+ * Called to revert a badguy when is_ignited() returns true
+ */
+ virtual void extinguish();
+
+ /**
+ * Returns whether to call ignite() when a badguy gets hit by a fire bullet
+ */
+ virtual bool is_flammable() const;
+
+ /**
+ * Returns whether this badguys is currently on fire
+ */
+ bool is_ignited() const;
+
+ /**
+ * Called when hit by an ice bullet, and is_freezable() returns true.
+ */
+ virtual void freeze();
+
+ /**
+ * Called to unfreeze the badguy.
+ */
+ virtual void unfreeze();
+
+ virtual bool is_freezable() const;
+
+ bool is_frozen() const;
+
protected:
enum State {
STATE_INIT,
STATE_SQUISHED,
STATE_FALLING
};
-
+
/** Called when the badguy collided with a player */
- virtual HitResponse collision_player(Player& player,
- const CollisionHit& hit);
+ virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
/** Called when the badguy collided with solid ground */
- virtual HitResponse collision_solid(GameObject& other,
- const CollisionHit& hit);
+ virtual void collision_solid(const CollisionHit& hit);
/** Called when the badguy collided with another badguy */
- virtual HitResponse collision_badguy(BadGuy& other,
- const CollisionHit& hit);
-
+ virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
+
/** Called when the player hit the badguy from above. You should return true
* if the badguy was squished, false if squishing wasn't possible
*/
- virtual bool collision_squished(Player& player);
+ virtual bool collision_squished(GameObject& object);
+
+ /** Called when the badguy collided with a bullet */
+ virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
/** called each frame when the badguy is not activated. */
virtual void inactive_update(float elapsed_time);
+ bool is_initialized; /**< true if initialize() has already been called */
+ /** called immediately before the first call to initialize */
+ virtual void initialize();
/**
* called when the badguy has been activated. (As a side effect the dir
* variable might have been changed so that it faces towards the player.
/** called when the badguy has been deactivated */
virtual void deactivate();
- void kill_squished(Player& player);
+ void kill_squished(GameObject& object);
void set_state(State state);
State get_state() const
{ return state; }
-
+
/**
- * returns a pointer to the player, try to avoid this function to avoid
- * problems later when we have multiple players or no player in scripted
- * sequence.
+ * returns a pointer to the nearest player or 0 if no player is available
*/
- Player* get_player();
-
- Sprite* sprite;
- Physic physic;
+ Player* get_nearest_player();
- /// is the enemy activated
- bool activated;
/**
* initial position of the enemy. Also the position where enemy respawns when
* after being deactivated.
*/
bool is_offscreen();
/**
- * Checks if the badguy may fall off a platform if continuing a given movement.
+ * Returns true if we might soon fall at least @c height pixels. Minimum
+ * value for height is 1 pixel
*/
- bool may_fall_off_platform();
+ bool might_fall(int height = 1);
Vector start_position;
+ /**
+ * The direction we currently face in
+ */
Direction dir;
+
+ /**
+ * The direction we initially faced in
+ */
+ Direction start_dir;
+
+ /**
+ * Get Direction from String.
+ */
+ Direction str2dir( std::string dir_str );
+
+ /**
+ * Update on_ground_flag judging by solid collision @c hit.
+ * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
+ */
+ void update_on_ground_flag(const CollisionHit& hit);
+
+ /**
+ * Returns true if we touched ground in the past frame
+ * This only works if update_on_ground_flag() gets called in collision_solid.
+ */
+ bool on_ground();
+
+ /**
+ * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
+ */
+ Vector get_floor_normal();
+
+ bool frozen;
+ bool ignited; /**< true if this badguy is currently on fire */
+
+ std::string dead_script; /**< script to execute when badguy is killed */
+
+ /**
+ * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
+ */
+ bool is_active();
+
+ void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
+
private:
void try_activate();
-
+
State state;
+ bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */
Timer state_timer;
+ bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
+ Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
+ CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */
+
};
#endif
-