+// $Id$
+//
+// 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: */
+BadGuyKind badguykind_from_string(const std::string& str);
+std::string badguykind_to_string(BadGuyKind kind);
+void load_badguy_gfx();
+void free_badguy_gfx();
-#define NORMAL 0
-#define FLAT 1
-#define KICK 2
-#define HELD 3
+class Player;
/* Badguy type: */
+class BadGuy : public MovingObject, public Drawable, public Serializable
+{
+public:
+ /* Enemy modes: */
+ enum BadGuyMode {
+ NORMAL=0,
+ FLAT,
+ KICK,
+ HELD,
-typedef struct bad_guy_type
- {
- int mode;
- int dying;
- int kind;
- int seen;
- int dir;
- int frame;
- base_type base;
- timer_type timer;
- physic_type physic;
- }
-bad_guy_type;
+ JUMPY_JUMP,
-/* Bad guy kinds: */
+ BOMB_TICKING,
+ BOMB_EXPLODE,
-enum {
- BAD_BSOD,
- BAD_LAPTOP,
- BAD_MONEY
-};
+ STALACTITE_SHAKING,
+ STALACTITE_FALL,
+
+ FISH_WAIT,
+
+ FLY_UP,
+ FLY_DOWN,
+
+ BGM_BIG,
+ BGM_SMALL
+ };
+public:
+ DyingType dying;
+ BadGuyKind kind;
+ BadGuyMode mode;
+
+ /** 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;
-extern texture_type img_bsod_squished_left, img_bsod_squished_right,
-img_bsod_falling_left, img_bsod_falling_right,
-img_laptop_flat_left, img_laptop_flat_right,
-img_laptop_falling_left, img_laptop_falling_right;
-extern texture_type img_bsod_left[4], img_bsod_right[4],
-img_laptop_left[3], img_laptop_right[3],
-img_money_left[2], img_money_right[2];
+ Direction dir;
-extern bitmask *bm_bsod;
+ Timer frozen_timer; // gets frozen when a ice shot hits it
-void badguy_create_bitmasks();
+private:
+ bool removable;
+ bool seen;
+ 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;
-void badguy_init(bad_guy_type* pbad, float x, float y, int kind);
-void badguy_action(bad_guy_type* pbad);
-void badguy_draw(bad_guy_type* pbad);
-void badguy_collision(bad_guy_type* pbad, void* p_c_object, int c_object);
+ Sprite* sprite_left;
+ Sprite* sprite_right;
+
+ int animation_offset;
+
+public:
+ BadGuy(DisplayManager& display_manager, BadGuyKind kind, float x, float y);
+ BadGuy(DisplayManager& display_manager, BadGuyKind kind, LispReader& reader);
+ virtual ~BadGuy();
+
+ virtual void write(LispWriter& writer);
+
+ virtual void action(float frame_ratio);
+ virtual void draw(Camera& viewport, int layer);
+ virtual void collision(const MovingObject& other, int type);
+
+ void collision(void* p_c_object, int c_object,
+ CollisionType type = COLLISION_NORMAL);
+
+ /** 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);
+
+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);
+
+ /** Turn enemy into a bomb. To explode right way pass true */
+ void explode(bool right_away);
+
+ /** 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();
+ /** 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: */