+// $Id$
+//
+// SuperTux
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2004 Matthias Braun <matze@braunis.de>
//
-// Interface: badguy
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de> (C) 2003
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
//
+// This program is distributed in the hope that it will be useful,
+// 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.
#ifndef SUPERTUX_BADGUY_H
#define SUPERTUX_BADGUY_H
#include "SDL.h"
+#include "defines.h"
#include "bitmask.h"
#include "type.h"
#include "timer.h"
#include "texture.h"
#include "physic.h"
#include "collision.h"
+#include "sprite.h"
+#include "moving_object.h"
+#include "drawable.h"
+#include "serializable.h"
+
+/* Bad guy kinds: */
+enum BadGuyKind {
+ BAD_MRICEBLOCK,
+ BAD_JUMPY,
+ BAD_MRBOMB,
+ BAD_BOMB,
+ BAD_STALACTITE,
+ BAD_FLAME,
+ BAD_FISH,
+ BAD_BOUNCINGSNOWBALL,
+ BAD_FLYINGSNOWBALL,
+ BAD_SPIKY,
+ BAD_SNOWBALL,
+ BAD_WINGLING,
+ BAD_WALKINGTREE,
+ NUM_BadGuyKinds
+};
-/* Enemy modes: */
-enum {
+BadGuyKind badguykind_from_string(const std::string& str);
+std::string badguykind_to_string(BadGuyKind kind);
+void load_badguy_gfx();
+void free_badguy_gfx();
+
+class Player;
+
+/* Badguy type: */
+class BadGuy : public MovingObject, public Drawable, public Serializable
+{
+public:
+ /* Enemy modes: */
+ enum BadGuyMode {
NORMAL=0,
FLAT,
KICK,
HELD,
+ JUMPY_JUMP,
+
BOMB_TICKING,
BOMB_EXPLODE,
STALACTITE_SHAKING,
- STALACTITE_FALL
-};
-
-extern texture_type img_bsod_squished_left;
-extern texture_type img_bsod_squished_right;
-extern texture_type img_bsod_falling_left;
-extern texture_type img_bsod_falling_right;
-extern texture_type img_laptop_flat_left;
-extern texture_type img_laptop_flat_right;
-extern texture_type img_laptop_falling_left;
-extern texture_type img_laptop_falling_right;
-extern texture_type img_bsod_left[4];
-extern texture_type img_bsod_right[4];
-extern texture_type img_laptop_left[3];
-extern texture_type img_laptop_right[3];
-extern texture_type img_money_left[2];
-extern texture_type img_money_right[2];
-extern texture_type img_mrbomb_left[4];
-extern texture_type img_mrbomb_right[4];
-extern texture_type img_stalactite;
-extern texture_type img_stalactite_broken;
+ STALACTITE_FALL,
-/* Bad guy kinds: */
-enum BadGuyKind {
- BAD_BSOD,
- BAD_LAPTOP,
- BAD_MONEY,
- BAD_MRBOMB,
- BAD_BOMB,
- BAD_STALACTITE
-};
+ FISH_WAIT,
-BadGuyKind badguykind_from_string(const std::string& str);
-std::string badguykind_to_string(BadGuyKind kind);
+ FLY_UP,
+ FLY_DOWN,
-struct BadGuyData
-{
+ BGM_BIG,
+ BGM_SMALL
+ };
+public:
+ DyingType dying;
BadGuyKind kind;
- int x;
- int y;
+ BadGuyMode mode;
- BadGuyData(BadGuyKind kind_, int x_, int y_)
- : kind(kind_), x(x_), y(y_) {}
+ /** If true the enemy will stay on its current platform, ie. if he
+ reaches the edge he will turn around and walk into the other
+ direction, if false the enemy will jump or walk of the edge */
+ bool stay_on_platform;
- BadGuyData()
- : kind(BAD_BSOD), x(0), y(0) {}
-};
+ Direction dir;
-class Player;
+ Timer frozen_timer; // gets frozen when a ice shot hits it
-/* Badguy type: */
-class BadGuy
-{
- public:
- int mode;
- DyingType dying;
- BadGuyKind kind;
+private:
+ bool removable;
bool seen;
- int dir;
- base_type base;
- base_type old_base;
- timer_type timer;
- physic_type physic;
+ int squishcount; /// number of times this enemy was squiched
+ Vector target; // Target that badguy is aiming for (wingling uses this)
+ Timer timer;
+ Vector start_position;
+ Physic physic;
+ float angle;
- public:
- void init(float x, float y, BadGuyKind kind);
+ Sprite* sprite_left;
+ Sprite* sprite_right;
- void action();
- void draw();
+ int animation_offset;
- void collision(void* p_c_object, int c_object,
- CollisionType type = COLLISION_NORMAL);
-
- private:
- void fall();
- void remove_me();
+public:
+ BadGuy(DisplayManager& display_manager, BadGuyKind kind, float x, float y);
+ BadGuy(DisplayManager& display_manager, BadGuyKind kind, LispReader& reader);
+ virtual ~BadGuy();
- void action_bsod();
- void draw_bsod();
+ virtual void write(LispWriter& writer);
- void action_laptop();
- void draw_laptop();
-
- void action_money();
- void draw_money();
+ virtual void action(float frame_ratio);
+ virtual void draw(Camera& viewport, int layer);
+ virtual void collision(const MovingObject& other, int type);
- void action_bomb();
- void draw_bomb();
+ void collision(void* p_c_object, int c_object,
+ CollisionType type = COLLISION_NORMAL);
- void action_mrbomb();
- void draw_mrbomb();
+ /** this functions tries to kill the badguy and lets him fall off the
+ * screen. Some badguys like the flame might ignore this.
+ */
+ void kill_me(int score);
- void action_stalactite();
- void draw_stalactite();
+private:
+ void init();
+
+ void action_mriceblock(double frame_ratio);
+ void action_jumpy(double frame_ratio);
+ void action_bomb(double frame_ratio);
+ void action_mrbomb(double frame_ratio);
+ void action_stalactite(double frame_ratio);
+ void action_flame(double frame_ratio);
+ void action_fish(double frame_ratio);
+ void action_bouncingsnowball(double frame_ratio);
+ void action_flyingsnowball(double frame_ratio);
+ void action_spiky(double frame_ratio);
+ void action_snowball(double frame_ratio);
+ void action_wingling(double frame_ratio);
+ void action_walkingtree(double frame_ratio);
+
+ /** initializes the badguy (when he appears on screen) */
+ void activate(Direction direction);
+
+ /** handles falling down. disables gravity calculation when we're back on
+ * ground */
+ void fall();
+ /** let the player jump a bit (used when you hit a badguy) */
void make_player_jump(Player* player);
+
+ void explode();
+
+ /** check if we're running left or right in a wall and eventually change
+ * direction
+ */
void check_horizontal_bump(bool checkcliff = false);
+ /** called when we're bumped from below with a block */
void bump();
- void squich(Player* player);
+ /** called when a player jumped on the badguy from above */
+ void squish(Player* player);
+ /** squish ourself, give player score and set dying to DYING_SQICHED */
+ void squish_me(Player* player);
+ /** set image of the badguy */
+ void set_sprite(Sprite* left, Sprite* right);
};
#endif /*SUPERTUX_BADGUY_H*/
+/* Local Variables: */
+/* mode:c++ */
+/* End: */